[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG

Search:


View post   

>> No.649179 [View]
File: 181 KB, 868x458, V98-KneeRigDetails.jpg [View same] [iqdb] [saucenao] [google]
649179

Since this is a rigging thread, I thought I may ask here instead of the question thread:

Which system is better for performance in video games?
more bones, no blend shapes
or
less bones, blend shapes

I want to make a video game that is gonna have low poly models and hand painted textures, but many models in one scene with fancy animations.

pic not related to my project, but related to the question. Is it better for performance to have multiple corrective bones, or blend shapes/morths?

>> No.638749 [View]
File: 181 KB, 868x458, V98-KneeRigDetails.jpg [View same] [iqdb] [saucenao] [google]
638749

>>638720
just have the outside faces of the tube be deformed by invisible sphere around the visible sphere deforming inside faces of the tube.

or play with lattices.

>>638747
pic related solves it by having extra bone for the patella.

>> No.617873 [View]
File: 181 KB, 868x458, V98-KneeRigDetails.jpg [View same] [iqdb] [saucenao] [google]
617873

>>617840
yes, it's just to keep the knee from loosing volume in the extreme angle I needed to move the bone to manually inflate it. Basically I wanted results of pic ralated, but with fewer bones.
I can do that, by switching off IK, moving the lower leg bone, and switching IK on, and pasting the valuses for the IK from earlier.

I haven't found a single tutorial that puts a knee joint in such extreme angle, and makes it look good with only 2 bones ,and no skin morths, blend shapes

Navigation
View posts[+24][+48][+96]