Hash Fellow robcat2075 Posted October 16, 2012 Hash Fellow Share Posted October 16, 2012 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. Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted October 16, 2012 Share Posted October 16, 2012 Great demo- illustrates a potential downside to the CP weight method that needs to be remembered. Quote Link to comment Share on other sites More sharing options...
Fuchur Posted October 16, 2012 Share Posted October 16, 2012 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* Quote Link to comment Share on other sites More sharing options...
zandoriastudios Posted October 16, 2012 Share Posted October 16, 2012 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. Quote Link to comment Share on other sites More sharing options...
largento Posted October 16, 2012 Share Posted October 16, 2012 Nifty bit of info and well-presented, sir! Quote Link to comment Share on other sites More sharing options...
RS3D Posted October 16, 2012 Share Posted October 16, 2012 Another excellent tutorial to add to your list. Very clear and well presented. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 17, 2012 Author Hash Fellow Share Posted October 17, 2012 A good video would be "18 Short Films About Rigging a Joint" and cover every possibility there is that one might use in these situations and what their various merits are. Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted October 17, 2012 Share Posted October 17, 2012 I've been messing with getting distortion boxes constrained to a joint to work... it's the way other apps are going- but our Dbox's are not condusive to constraints, I've found. Quote Link to comment Share on other sites More sharing options...
Kamikaze Posted October 18, 2012 Share Posted October 18, 2012 I didn't know CP weighting worked like that ..good to know...thanks for the tut. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 18, 2012 Author Hash Fellow Share Posted October 18, 2012 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 Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 18, 2012 Author Hash Fellow Share Posted October 18, 2012 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 Quote Link to comment Share on other sites More sharing options...
Darthlister Posted October 22, 2012 Share Posted October 22, 2012 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 Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 22, 2012 Author Hash Fellow Share Posted October 22, 2012 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. Quote Link to comment Share on other sites More sharing options...
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