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metahumanity
01-01-2009, 03:52 AM
From reading around I still haven't understood the real differences between Zbones and joints.

Apart from HPB jointcompensation , are there any real differences?

Is the deformation effect the same? Deformation speed, less gimbal in IK?

I would like to understand the de facto differences between those two types from a more technical POV.

Why can't Z bones twist a parent or compensate on all rotations?

Are Z bones only still in there for backwards compatibility?

Please clarify, NT.

Thx

Happy new year all, 9.6 loooks great

MooseDog
01-01-2009, 08:46 AM
right at the top of this sub-forum Sticky: Lightwave v9.5 Discussions (http://www.newtek.com/forums/showthread.php?t=90089) are a bunch! of videos on this subject. (sorry if you've already watched them).

metahumanity
01-01-2009, 11:02 AM
Yep, thx, already had seen them.

Still don´t feel clarified about the substancial differences between both, apart from visual appearance, hpb compensation and parent twisting.

Essentially, what I´d like to know is if deformation speed in massive setups (around 500 bones on one mesh, for example) is better or equal.

Also, where does it make more sense to use one over the other (apart from the obvious one bone forearm twist;).

Another thing that always bothered me about classic bones is that their mere presense in a mesh slows interactivity down in a rig, independent of wether they´re active or not. Is this still the case with J bones?

thx


UOTE=MooseDog;801542]right at the top of this sub-forum Sticky: Lightwave v9.5 Discussions (http://www.newtek.com/forums/showthread.php?t=90089) are a bunch! of videos on this subject. (sorry if you've already watched them).[/QUOTE]

gumbytrain
01-01-2009, 11:30 AM
Read this thread, maybe it will help.

http://www.newtek.com/forums/showthread.php?t=93297

adamredwoods
01-02-2009, 01:49 PM
I find Joints to be a touch slower than Zbones.

But the BIGGEST advantage I find for joints, is positioning them. Tip move with Zbones in Layout? Forget it, the trouble is not worth it anymore.

Want to reuse a rig to another character? To resize everything with zbones is not easy (you can't use scale), going through each one to adjust it's rest length. Whereas with joints, you can do everything in the viewport by just moving the joint node.