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I was curious as to what specific guidelines must be met for a model, specifically oraganic, to be able to be animated in a high-detail manner. I ask this because recently I’ve been animating some low-detail human meshes including rigging and skinning and I always seem to have trouble around the thigh and knee-areas specifically with intersecting areas and I was wondering if it was something -I- was doing wrong if it the model was not specifically ‘able’ to deform in that manner. My google searches are however fruitless and I was wondering if anyone may be able to give some clear answers on just what is needed for a model to be rigged and animated with correct deformations etc. Does it need more loops etc. If someone could either list, link or show me a detailed wire-frame/smooth shaded model so I might see a clear example of whats specifically needed it would help a lot in my learning.
Thanks in advance.
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Well the model does need enough loops that it can maintain the volume when bent at a joint but it also needs to be rigged correctly as well so that volume isn’t lost. This is done with extra bones, skin morph and other methods.
Might be best to post images of the model and rigs that you are using so we can see what you are working with.
Paul Neale
PEN Productions Inc.
penproductions.ca / paulneale.com
Master Classes for Max, Mudbox and Composite
DotNet Tutorials
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I am in no way in collusion w/ Paul N. (above), but let me say that he has produced some very good tutorials on rigging (both shared and for purchase). Relating to your original question: arm/shoulder and knee joints are tricky, no matter what the model. You will almost always need some sort of compensation via extra bones, morph targets, or skin morphs.
-jeff
Max/Composite 2012 (subscription)
Win7-64pro, Intel i7-hex on SuperMicro mobo, 12 GB RAM
nVidia Quadro 5000, render farmette on BB2012
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