It is vertex animation like a morph target which can be very expensive and memory intensive. So it doesn't get used that often, at least not in the PS3/360 generation. It really depends on how many verts are in the mesh (not just those that are changing). So if you have a 40k model and are only tweaking 20-30 tris it is…
screengrabs are a bit awkward on a phone ;) its not the proportions of your arm mesh but the position of the pivot relative to the mesh thats off. shifting it towards the hand slightly would give better results. when you put your hand up there your elbow will naturally point forwards and your clavicle will raise. also your…
I thought the joint/bulge angle deformers would work inside game engines. I thought they would just register as regular bone deformations. What about if you bake the animation onto the mesh? You can do that with cloth sims right? And they will play in the game engine? There's a Unity plugin called Mega-Fiers that allows…
^ I agree jfeez that the fingers don't need the double joint setup. One mistake I tend to make with fingers sometimes is making each finger link too long. If you pay attention, when you bend your index or any finger, there's no gaps between the finger links. If there are gaps it probably means the fingers are too long,…
for me the bicep overlap is acceptable in most cases provided you've placed your pivot well and the mesh is well constructed and properly weighted . both your animated examples look wrong to me. the two bone setup has bad pivot placement (upperarm is too short) leading to poor weighting but holds the elbow form better, the…
^ Oh I see. I never knew that you were essentially creating a morph target by using the bulge/joint angle deformers. That makes a lot of sense. I wonder why people often don't talk about Physique. I'm happy with the Skin modifier but doesn't Physique have muscle and tendon sims built in? I wonder is it possible to use…
Excellent point Pior. I actually noticed that too just recently while looking at a Chun Li action figure online. That extra joint for the elbows is apparently there to help the arm bend at a more acute angle. If it's not there then you get only a partial bend, or in our case with animation, an overlap. The only noticeable…
Poopipe, the hl2 image is not an impossible pose. Look closely, she is touching her hair. I think the pivot is just placed too far back and that's why the overlap is that bad. If you curl your forearm back as if curling a barbell, it should go back pretty far to the point where you can even use the hand to touch your own…
That's a good looking rig =) I think he was hoping for some kind of functionality like MetaBones in "bones pro"? Where you can insert objects at joints and weight to them? MetaBones are animatable and come with a few parameters that you can adjust to affect how the skin behaves. They are great for collapsing butt syndrome.…