amy_aimei opened this issue on Sep 12, 2010 · 76 posts
RobynsVeil posted Sat, 18 September 2010 at 12:04 AM
Rigging. There is an interesting concept.
This is going to be the dumb question of the year coming from a complete and utter rigging noob.
What I'm reading here is that V4 uses magnets to deform / move / twist polygons/mesh in the areas that need to be affected when she moves, say, an arm or something forward or backward. This is, I assume, to prevent distortion and for skin and everything to look as natural as possible in whatever position she is in.
Joint-controlled morphs would/should do the same thing? So, let's say we move her arm forward: the mesh in the armpit should crease and fold up like real skin does? Wouldn't that require a higher-density mesh where the creases/folds are? with attention to edge-loops to allow natural folding as much as possible...
Trying to get my head around this... so, let's say someone were to re-rig V4 (don't know if that's even legal to do, but anyway): they would have to go from the basic object file, re-create a bones system, define on what axes the bones articulate, and then through placing the appendage in a given position, create mesh morphs of the affected area that would look as natural as possible for that position.
Sounds like a really fun project. There are some incredible wizards that have done just that with Antonia, is my understanding, so it can be done. But for V4, would that require shifting/adding/rearranging mesh to allow re-rigging to work properly.
Perhaps they could consider this for V5.
So much I really don't understand about all this! But in my ignorance of what's involved I can't help but think that it certainly would be fun to try and rig a figure.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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