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CP Weighting vs Fan-Boning

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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.

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

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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*

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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.

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Nifty bit of info and well-presented, sir!

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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.

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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.

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I didn't know CP weighting worked like that ..good to know...thanks for the tut.

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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

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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

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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

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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.

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