Forum: Freestuff


Subject: the Dawn of a new day...

HiveWire3D opened this issue on Jun 19, 2013 · 4422 posts


WandW posted Sat, 06 July 2013 at 6:00 PM

Quote - The best figures, like the best rigging, do not follow the physical models found in real life.  Meshes are hollow, human bodies are relatively solid.  (A little squishy in places, but not hollow.)

 

Rigging in the places where human joints exist seldom create the best joints.  To mimic a solid body at the skin level with just a skin, the joints have to be closer to the outer bend, even with weight mapping.  If you place the joint where it exists in a human, you get less than optimal joints.  This has long been a problem in 3D, people thinking that the joints need to match the location in the human body.  The same principle applies to morphs.

The issue is that most human (or animal, for that matter) joints are not a simple pivot, but are two nonidentically curved surfaces rolling against each other...

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