Is it acceptable in the industry, or in general, to use helper joints for the tips and add instead of weighting things properly? I ask because I don't know how to weight, but I might know how to place bones.I'm curious about how rigging is handled, and if you can get away with shit topology using control,helper, and deform joints. I can't find much info on it used for hips and shoulders though.
Good anatomical bone placement is essential for a good deformation base and should always be aimed for. Adding helper bones on top to improve the quality beyond what the base set of bones can achieve is a legitimate strategy tho.
>>693304>>693313Further, a solid topology that supports the type of action the character will perform needs to be treated with equal importance and will be crucial for maximum quality.
>>693304>if you can get away with shit topology using control,helper, and deform joints.yup.
>>693313>>693314This makes me want to learn rigging.
>>693314I always wondered how to model proper underboob on large breasts that hang over themselves. Do I just clip that shit into the model and be done with it or what? Seems like a lot of models just barely model it so when the boob moves it looks super unnatural, plus it's like there's no volume there at all.
>>693354Intersecting them through the torso is one step to get there there, but generally you never want self-intersections in geometry so you should fix those at some point later down the line. All in all its not that hard to do underboob areas of larger boobs that need to look natural.
>>693314>>693412Is this from that wildlife porn game? the topology looks good is it from daz3d?
>>693304acceptable... no, for bigger houses you do shit the way you are suppose to/best to do.workable... yea, you can do it that way if you are on a small team and not expected to give it to anyone else and have them jump in.
>>693354you would ideally handle boobs though physics interactions.
>>693330Why doesn't your arm movement influence the chest or back muscles and the skin above them?
>>693314If you're the dev, congrats on making super sexy characters, and well rigged and animated models. It's pretty impressive and definitely a breath of fresh air compared to all the Daz3D trash.
>>695643B-because i don´t want to.
>>695693Mocap doesn't count. Post your work. Or not, because I've already seen it, and it sucks.
>>695703>because I've already seen it, and it sucksI´m not going to date neither you, nor nobody
>>693304companies will usually have standard ways to place bones, you'll have to conform to them. So if it's to cover up your deficiencies, that's gonna be a problem. If it's a way that fit into the standard and will make everyone's work better, it won't.For real time graphics specifically though, you usually have a hard bone count limit so you're gonna have to learn to fit within in.
>>696255that hard limit goes up constantly. Fortunately skinning calculations are dirt cheap. Influence limits are honestly more of a concern, but even those are going up.
>>696255Slightly offtopic but why aren't TriAx weights implemented yet in games? They reduce the bone count and create far better transformations.
>>696356That makes sense.I work a lot with Genesis 2 figures and nothing out there compares to their complexity from their topology to their weight system. This includes the Genesis 3 series upwards which abandoned the TriAx weight system completely.It's a shame, TriAx weights and Poser weights (which are far superior to TriAx themselves) hold a lot of potential but it's old technology. It seems progress has gone in reverse unfortunately.
>>696357I mean we have a few systems to choose from now. Like deformation cages and capture capsules. Also voxels.
>>693314Thats excellent deformation
>>697414It's not.The deltoid doesn't bulge, it actually becomes flatter which is the exact opposite of what should happen.
>>693314What's with the Punisher tattoo, man.
>>697419Oh come on give the guy some credit, I havent seen any better deformation for a damn game ever. If you are such a savant then show us how its done senpai.
>>697473I can do it almost instantly using TriAx weights. I can even give it muscle movement using poser morphs. It's so easy to get above TripleA results in Poser and Daz it's crazy.
>>697476Hard to believe honestly given I have not seen anything like that around. Not even in the daz spectrum. If its so instantly shock me and give me that exact webm with your own crazy daz shit.
>>697476Great, now get that shit running in a game at acceptable frame rates and show it to us.
>>697476>It's so easy to get above TripleA results in Poser and Daz it's crazy.I haven't seen anything made in Daz with good joint deformations. Feel free to prove me wrong.
>>693304>it acceptable in the industry, or in general, to use helper joints for the tips and add instead of weighting things properly?Yes it is.I'm not in the industry, but I've ripped models from games by Blizzard, Capcom, Platinum, and more, and it's common. Blizzard in particular use them HEAVILY.
>>697488Check out Genesis 2 figures. They're free but you need Daz to properly use them or Poser.Genesis 1 has better facial topology. Lower polycount but the expressions look more natural.With Genesis 3 onward they abandoned TriAx weights entirely in order to conform to the gaming market. Most Daz stuff you see now is Genesis 3 and up and I agree, they all look shit.See image attached. I use my own custom muscle morphs btw but the weights have not been touched at all. In Daz you can transfer the weights from one figure to an obj in less than a second. But again, you need Daz in order to use the TriAx weights.Poser has the most advanced and easy to use weight set-up system out there but the program is absolute shit. Very unstable and runs like shit.
>>697488>>697639Here is the skeletal setup. Very few bones because each bone has 3 weights maps corresponding to the rotational planes. And each map can also have 2 additional bulging maps which are used to mimic muscle contractions.