operaguy opened this issue on Apr 26, 2005 ยท 98 posts
kuroyume0161 posted Tue, 26 April 2005 at 11:16 PM
Spec? SPEC!!!? ;0)
Well, all he need do is look at the five hundred modern rigging systems available (Animation Master, Cinema 4D, LightWave3D, Maya (!), 3DSMax, XSI, ...). While Poser's rigging system has hardly budged, these other systems are now using hard and soft IK, soft body dynamics, up-vectors, animation controllers and interface systems, blended weighting, muscle systems, etc. and so forth.
It is not just a matter of adding bones, but I do agree that a full spinal system and extra bones at critical areas would help. :)
Part of the problem lies in the archaic deformation system. Cactus Dan (plug) has just released an excellent Cinema4D plugin called CD Morph which has some great features, not the least of which is allowing bones (using individual axes) to control these morphs. Can you say "muscle system"? :) Incidentally, I provided the base code to get this plugin going (I take no credit for the bone-control whatsoever, though. That was all him.).
The key is in the deformations. Drop the twist/angles/sphericalzones. Use real weighting!
ETA: Also, drop the archaic default pose. The current professional methodology is have the arms down at 45d. This reduces the bad deformations on arms from at-the-side to straight-out-horizontal - where the least deformation occurs naturally. Extreme poses are those with the arm raised above the horizontal and there should be something that doesn't kick in until these angles are achieved (maybe an extra buldge or weight set is calculated in?).
Message edited on: 04/26/2005 23:22
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