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I had model out a high polygon character and that character initially is not in T-pose. Because of that I having a lot of problem to implement biped into it especially during adjusting envelop. After a week I still cannot “fix” the envelop, most part of my model still strecth out. No matter how I adjust the envelop, most of the vertices do not respon at all, instead of that other part of my model respon…
I have some question, hope someone can help me on these:
1) I had watch / read some tutorials but all of them just teach about the general “procedure”. What I want to know is the detail, such as “exact way” to adjust “particular vertex”. Is there any tutorial talk about the detail of biped implementation? Or am I only can learn that through experience?
2) As I mentioned my character is not in T-pose so I convert the biped into editable poly, then I take out each and every part of the biped, scale them to fit in the parts of my character model. Am I wrong? Is that one of the reason I having problem in adjusting envelop? ( My character is not symetrical so I cannot copy envelop setting )
3) My character’s hair is one big piece of polygon ( like putting mantle on the head ), how can I biped the hair?
4) Well, last thing is...I wonder anyone can help me biped my character? XD
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2) As I mentioned my character is not in T-pose so I convert the biped into editable poly, then I take out each and every part of the biped, scale them to fit in the parts of my character model. Am I wrong? Is that one of the reason I having problem in adjusting envelop? ( My character is not symetrical so I cannot copy envelop setting )
The shape of the geometry of the biped bones is not important, what is critical is the placement of the pivot points that define where the joints rotate, then it’s down to the envelopes being adjusted, with low poly models, some people prefer to assign vertex weights manually with the Weight Tool (that’s the button with the spanner icon next to the Weight Table button). Instead of turning the bones to editable polys, use the transform tools while in figure mode to rough out the body shape and place the pivots.
3) My character’s hair is one big piece of polygon ( like putting mantle on the head ), how can I biped the hair?
Hair & Fur is an obvious method, but I expect there is a reason you want to use geometry for hair. You can give the biped ponytail links. These don’t have to be bones for ponytail style hair, but can be bones for anything on the head, like horns, a beak, a hat, any thing.
One big polygon wil not deform well, it will need to be subdivided.
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Hmm, stretchy chin. It’s quite common to see that after just applying Physique to a biped. Never expect it to work perfectly straingt away, it will always need some adjustment, altering the envelopes is just another part of the process.
What’s happening is the vertices on the chin are being influenced by not just the head bone, but others near it, the neck, top spine, maybe clavicles. Select some nearby bone envelopes to see which are influencing the chin, and adjust them. You will also have to adjust the head envelope to include the chin, and maybe make it rigid.
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