Jump to content
Hash, Inc. Forums

CP Weighting vs Fan-Boning


robcat2075

Recommended Posts

  • Hash Fellow

A simple-case demonstration of how the results of the two techniques differ.

 

CPWeighting_vs_FanBoning.mov

 

search tags: CP weights weighting Fan Bone Fan-Boning Fanboning

 

Original: (above)

 

Updated:

[quicktime]http://www.hash.com/forums/index.php?act=attach&type=post&id=61324[/quicktime]

 

From left to right:

-The original CP weighted model

-the original fan boned model

-a dense mesh weighted with Bone Falloffs from just two bones

-a dense mesh weighted by the AW_Transfer plugin using just the 3-spline-ring fanbone model as the source.

Link to comment
Share on other sites

Great demo- illustrates a potential downside to the CP weight method that needs to be remembered.

 

I think there is no easy answer like "use only one". In most situations you want to use a combination of fanbones, CPs and maybe even smartskins.

At least that is my experience.

 

See you

*Fuchur*

Link to comment
Share on other sites

Great demo- illustrates a potential downside to the CP weight method that needs to be remembered.

 

I think there is no easy answer like "use only one". In most situations you want to use a combination of fanbones, CPs and maybe even smartskins.

At least that is my experience.

 

See you

*Fuchur*

 

Agree! Where for simple joints, fans or weights may be enough, I almost always create smartskins too.

Link to comment
Share on other sites

  • Hash Fellow

One automatic weighting technique that is not used as often as it might be is Bone Falloffs

 

The far right example here has a "more complex" mesh that was CP weighted between two bones (no fan bone) without me having to edit any weights manually.

 

BoneFalloffDemo.mov

Link to comment
Share on other sites

  • Hash Fellow

Here's an updated experiment.

 

VariousDemo.mov

 

From left to right:

 

-The original CP weighted model

-the original fan boned model

-a dense mesh weighted with Bone Falloffs from just two bones

-a dense mesh weighted by the AW_Transfer plugin using just the 3-spline-ring fanbone model as the source.

 

the last one isn't a bad result for an "automatic" weighting

Link to comment
Share on other sites

Here's an updated experiment.

 

VariousDemo.mov

 

From left to right:

 

-The original CP weighted model

-the original fan boned model

-a dense mesh weighted with Bone Falloffs from just two bones

-a dense mesh weighted by the AW_Transfer plugin using just the 3-spline-ring fanbone model as the source.

 

the last one isn't a bad result for an "automatic" weighting

 

 

It seems to me that, in a humanoid model, Cp weighting would be the way to go, as the angles of rotation aren't enough to result in a noticable thinning, and it offers a more gradual change from one bone to the next, especially in a torso.

Has anybody worked on a "cutscene quality" humanoid figure? HAving said the above, I'm having difficulty tweaking the arms, wrists, and torso exactly. It seems that, in normal torso twist or bend, a person moves almost everything from the neck to the legs..

 

Rich

Link to comment
Share on other sites

  • Hash Fellow
Has anybody worked on a "cutscene quality" humanoid figure? HAving said the above, I'm having difficulty tweaking the arms, wrists, and torso exactly. It seems that, in normal torso twist or bend, a person moves almost everything from the neck to the legs..

 

The solutions are as many as there are different characters. If you can post an example of what you are having trouble with we might be able to diagnose it.

Link to comment
Share on other sites

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...