All of those are extremely low poly examples and I'm not really sure the lessons they teach translate to the games we make today (with the exception of AP's examples at the top). A lot more can be done with helper joints and more advanced weighting then just two bones and on or off weighting. I like Ancient Pigs joint…
Hey guys, Thanks for the shout out... it's kind of impossible to peg who exactly came up with these joints, as the way I do it is kind of a blend using info I've gotten working with various other artists through the years. The examples I'm giving aren't so much for use straight out. I should be more clear about that on my…
These examples are all valid - some will be better for ultra-low-end stuff (DS, mobile games etc), like the last example there. For higher-end stuff, it's always going to look better if you have more polygons in the areas that deform, otherwise you can end up with a fairly ugly "sharp" lowpoly silhouette. Joint position is…
Here are two examples of Ancient Pig's joint. The regular joint he shows on the left, and on the right a little more geometry and well placed edges to control deformation. No need to destroy your loops by turning the quads into triangles, just make sure the invisible edges are facing the right directions. I created them…
I found 2 good tutorials on this that explain it with images Jonathan Rush Ancient-Pig's basic deformation tutorial Ben Mathis (poopinmymouth) Limb Deformation tutorial But then I saw something on these forums that had these 2 pictures Spacey's post on polycount pnyx's post on polycount That last example with the purple…
@ Someone -Not to be a jerk, but you should at very least give credit to the places you get tutorials from esp. when reposting. That first screen shot is from Jonathan Rush's (a.k.a. Pig Brain) basic deformation tutorial. The second is from one, animated gif, is from Ben Mathis's (a.k.a. poopinmymouth) Limb Deformation…