Hi, I need your help!
I am having trouble creating smooth deformations in my human model when I pose with the armatures.
First off let me tell you what I have done so you get a better idea about my problem.
I have a 70000 vert human model. All pollys are quads.
It is a single object and mesh with vertex groups for each part of the body
I created all of the vertex groups myself and named them according to their parent bones. The vertex groups respond well to their parent bones and everything works but
I am getting very rugged deformations around the joint areas.
I have tried staggering the weight paint for each vertex group from blue aqua green yellow red- away from the joint area but it just makes it worse.:mad:
Is there a better method for smoothing deformations between the vertex groups?
I have spent hours messing with the weight paint in each of the v groups.
It is a very tedious and time consuming method and it will work but I am having trouble getting deformations perfect, especially around the pelvis area.
If you have any suggestions, links/tutorials, or advice please share.
Thanks!
Zach
The key to good deformations in rigging is good mesh topology. I would suggest going to Blendswap.com (or any other Blender model repository) and downloading a good human model and studying the topology around the joints. Then use what you learn to improve your own model. For quick tests, try using the “With Automatic Weights” option while parenting the mesh to the armature. Blender will automatically assign bone weights for you (which saves you a lot of time).
All the best,
–Robo
I already tried the Automatic weight option when i parent the mesh to the armature.
Let me get you a screenshot of my wireframe.
gimme a sec.
heres a wireframe screenshot of the knees
http://i1032.photobucket.com/albums/a404/zachap101/blend2.jpg
all of the polys are quads and they do have smooth connecting lines for joint areas.
Ive only been working with blender for a month now…so I must be missing something…
Hmmm…it’s a bit hard to tell what the actual geometry looks like with the subsurf applied…
But here, take a look at this guy’s model:
http://www.blendswap.com/3D-models/characters/character02-rigged/
Study the topology and weights on this model…it may help you.
–Robo
2 suggestions:
- the best deformations at joints that I’ve ever seen have a tri/ pole at the lateral side of each joint
- check out the mesh deformer, its fast and much easier now than it used to be so you can use your armature bones for rough/ big movements and then tune it with the mesh deformers at critical spots.
- when all else fails use brute force and add more loops
well that model only has 24 thousand vertices…
the one im working with has 70 thousand so my joints are three times more complicated.
My model is much smoother and anatomically defined so its going to be tough.
but thanks for the model, Ill have to take a closer look at his weight painting job.
you can always select vertex per vertex and set the weight manually
it takes time but may give better results!
weight painting is fast for large area but for smaller details it may be easier to set manually the weight for a few vertices !
saluations
excuse my poor knowledge. what is a tri/ pole? can you link me an example?
and what is the mesh deformer? is it a modifier?
sry for the newb questions ive only been blending for a month now :o
Thats exactly what ive been doing!
Lots of trial and error, very tedious with a 70k vert model
Im just having trouble tapering the weight paint evenly…if you know what i mean
its hard to get the perfect gradient of weight in the perfect spot :mad:
well 70 K seems to be a lot !
don’t think you need that much
not certain here but may be should try with no subsurf at first
then set all your weigth and apply subsurf after!
might work!
salutations