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Layered geometry and animation

polycounter lvl 11
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MainManiac polycounter lvl 11
So im really curious and confused, do animators know how to handle lots of overlapping strap geometry/belts/bags/pads/armor? It seems like itd be very annoying because wont the meshes intersect during animation?

Or do they expect you to retopo it into one giant lump of play-doe?

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  • MainManiac
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    MainManiac polycounter lvl 11
    To be a tad more descriptive, You can see what I mean in games like Assassins creed, where alot of the characters have overlapping strands of geometry, does this cause any problems?

    Can a sleeve overlap the beginning of the arm, or should they be topo'd over?
  • Warheart
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    Warheart polycounter lvl 17
    If it's stuff that is tight to the body then it mainly just comes down to matching the skin weighing correctly to avoid intersection. It can be a problem if the density and positioning of geometry does not match closely between the base geometry and the overlapping section (the more they differ the more likely bad intersections are).

    It's not always easy to understand what will work and what won't without some experience of skinning. I'd recommend showing someone who can skin your geometry as you go to allow them to suggest changes if you plan on doing this.

    When deciding whether those things (e.g. straps) should be layered geometry or cut into the base mesh -- I'd say it depends mainly on a combination of what looks best for that particular object (e.g. how tight it is to the body) and how much geometry you have to spare. Also, it's obviously not worth cutting stuff in if it is going to destroy the edge flow.
  • MiAlx
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    MiAlx polycounter lvl 10
    How its done in the game, I don't really know exactly. Like Warheart said, stuff that are tight on something else, like a sleeve on an arm, can be skinned in a way that there are almost no intersections. A lot of other stuff, like dangling cloth, is probably baked from a physics simulation.

    What I do know, is how they did it in the cinematic trailer for Assassins creed Revelations, because a couple of days ago there was a 3D & Animation conference here in Vienna and Digic (the ones who made the trailer) held a lecture there and explained the process.
    All clothes of the characters (except the armor, obviously) were done with cloth simulations (they used Syflex for that). They had a cut-up mesh underneath the clothes that served as a collision mesh.. The animators had to "only" animate said collision mesh, and the rest was simulated.. The clothes were layed out in a way that would keep intersection problems to a minimum. There still were some intersections, even in the close-ups, but noone can notice them, if they dont watch it frame by frame, since there is a LOT of action going on...

    A funny sidenote: If you watch the long version trailer frame by frame, in the fght scene, there is a sword and a javelin floating in the air with noone actually holding them, but you cant see it in normal speed, its pretty funny :D
  • monster
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    monster polycounter
    The more you have the harder it will be for the animator. As an animator I'm glad you are considering this. :)

    For most accessories you shouldn't retopo it into one lump. However keeping the geometry a similar density to the geometry below is very important. If your accessories are lower poly then it'll be hard to avoid intersections.

    Rigid objects on the hips and back are easy. Anything that needs to flex is always a little harder. Robes and skirts are always hard to work with.
  • Mark Dygert
    If the straps are going to float it really helps if the topology matches as closely as possible. This could mean cutting up your straps so they deform more like the underlying mesh even if they look messy or unoptimized. Just know it's not wasted and much appreciated if you bother with such details.

    StrapTopo.gif
    It gets messier and more chaotic when the straps run diagonally...
    (you don't even want to see an example of how ugly that can get).

    "Ohh... I can remove the lower loop on the green box, I save 8 tris!"

    "Ohh... The animator just kicked the model back to me and ask that I to add a loop, which will probably cause me to re-bake the normals, fun times... WHAT 4 U CURSE ME POLYGODS!"


    As Monster said. much appreciated. I highly recommend that any character modeler have at least a bare minimum working understanding of rigging skin weighting. It REALLY helps everyone to be thinking about those things well in advance instead of after the fact.
  • MiAlx
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    MiAlx polycounter lvl 10

    "Ohh... The animator just kicked the model back to me and ask that I to add a loop, which will probably cause me to re-bake the normals, fun times... WHAT 4 U CURSE ME POLYGODS!"

    I've bee wondering, what if the concept artist came up with an outfit that looks awesome, the modeller modelled it according to the concept and then when its time to start rigging it you find out that its really hard to rig and skin it in a way that looks natural, without skinning "artifacts" or intersections..
    For instance a thick shirt strap that goes diagonally from the chest to the upper arm, over the arm pit and around the shoulder (if that makes any sense), then having the character raise its arm and strech it out chest-outward in an animation.

    Second try to describe it :poly136:: A strap that is placed, sort of, over the area that gets bent, between the upper arm and the chest.

    Do you, the riggers and/or animators amongst you, really just send it back, saying "nah, this ain't workin' ", or do you just deal with it, the best way you can? How does it work, where you are working at, or how does it normally work, respectively?

    EDIT:

    Like you said, basically:
    It gets messier and more chaotic when the straps run diagonally...
  • Mark Dygert
    Most of the time the concept artist will have a good grasp on what will cause problems and what won't. Besides the concept artists experience, there normally is another layer of protection. The concepts get passed around and the guy doing the rigging will say something.
    Planning and consultation with the team before blazing forward wins in most cases. =)
  • Warheart
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    Warheart polycounter lvl 17
    Ideally you would speak to the rigger in that case if you think there might be any areas that are going to cause problems before you start. As monster and vig have said, this doesn't always happen but it makes life a lot easier when it does.

    In my experience the rigger can end up being asked just to skin something even if it's unlikely to work in order to prove it doesn't. It then may need to be sent back for geometry changes and then have the skinning fixed again. So basically bad planning can end up wasting everyone's time.

    Nothing a quick conversation can't fix :)
  • monster
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    monster polycounter
    Yeah, I'm directly involved in the concept phase. As the technical animator I can reject concepts based on technical problems, not artistic. (Though I give artistic feedback as well.)
  • MiAlx
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    MiAlx polycounter lvl 10
    Ah okay, thanks guys for sharing!

    We are more less going with the "deal with it" kind of thing with most rigging related topics. The good thing is that I'm always learning something with that :D
    What works, what doesn't work, how to deal with certain things etc.
  • Mark Dygert
    That's pretty much how it goes and then the next time around you decide to side step those landmines... and end up stepping on others =P
  • MiAlx
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    MiAlx polycounter lvl 10
    haha yea, i know what you mean :D
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