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haroldini
05-25-2017, 12:38 PM
greetings!

i've working on a dragon rig and the deformations are giving me a real big headache. control of the rig works well, but i can't seems to get the shoulder, hip and neck deformation right. i've tried feathering the weight maps and all the different bone property settings, but it always seems like the deform is only happening over 1 or 2 polygons. it's a high density mesh (~100,000 poly) so i don't know whether that's an issue or not. or maybe i'm missing something fundamental to the rigging/deform process? i included a portion of the rig that's just the torso, arm, and leg.

any help is appreciated. thanks!

136884

RebelHill
05-25-2017, 12:56 PM
High density meshes are not your friend...

That said, see this...

https://www.youtube.com/watch?v=KmTIvqQUCWA&t=20m20s

and...

https://www.youtube.com/watch?v=sPyrD1t-4YY

and...

https://www.youtube.com/watch?v=9RGi706rQN4

haroldini
05-25-2017, 01:14 PM
i didn't model the mesh, so sadly i'm locked into it. And i've been through all of your rig training (which is spectacular) a couple times now. i couldn't have gotten this far without it. next time for sure i'll emphasize the need for a lower poly count.

is there anything i can do with the mesh that i have?

RebelHill
05-25-2017, 01:21 PM
Not really with any great ease. Ofc, the low poly thing is most important around areas of extreme deformation change, shoulders, elbows, etc... so you might find you can get better results by doing a bit of band gluing in those areas to reduce the local density.

haroldini
05-25-2017, 01:40 PM
Thanks for the tips, I'll try them out.

prometheus
05-26-2017, 09:41 AM
I would go for PLG simplify mesh...which reduced polygons in a great while maintaining the uv maps, I had a hulk figure that went through that process, but i depends on geometry it could actually screw up topology anyway..so what rebel hill says about individually removing edges is perhaps safer, but more tedious.

And besides...I just noticed that plg site is down so the plugin seem to be offline and not acessable no more.

prometheus
05-26-2017, 09:53 AM
Ah...the plg simplify mesh plugin is part of the whole compiled PLG UV TOOLS...You can download it here...
https://www.youtube.com/redirect?q=http%3A%2F%2Fwww.pixsim.co.uk%2Fdownloa ds%2FPLG_UV_Tools.zip&redir_token=NxhihJiYD67INLPaV1uqqI6_XUF8MTQ5NTkwMD I4MUAxNDk1ODEzODgx

plg simplify mesh is also useful if you download or create high res assets with photogrammetry etc, for instance I have found it useful on sketchfab scans wich can be very high res, it could be sculptures, rocks, scans of skeleton skulls etc, and plg does a nice job of reducing the amount of polys and keeping the uv maps intact.

JamesCurtis
05-26-2017, 09:41 PM
Wouldn't Qemloss work to simplify the resolution of the object? Of course, I've never used it with UV mapping, and mainly for poly reducing .stl files for client projects.

prometheus
05-27-2017, 05:40 AM
Wouldn't Qemloss work to simplify the resolution of the object? Of course, I've never used it with UV mapping, and mainly for poly reducing .stl files for client projects.

I think it destroys the uv maps...I think :) but as mentioned, plg does a good job at reducing and maintaining the uv maps, itīs in the plg uv tools package and the link I posted.
I use it sometimes on sketchfab scans, which can have huge amount of polys, so nature items, rocks, trees, statues, scans from national museums that I still want the textures on as well..then plg works great...it would be extremly slow otherwise to use those objects even in layout, so optimizing them a bit with plg simplify mesh helps.