Wow, this took off! There's been a lot of questions on how, so here's the arm breakdown and an example file you can reverse engineer if your interested. Thanks again! http://3dfiggins.com/correctivejoints/3dFiggins_Corrective_joint_example.zip …pic.twitter.com/znNSXMoEEK
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Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Like really this is awesome, I would love to be able to do these kinds of things. It looks so natural, and feels naturalpic.twitter.com/scDY8QrGYE
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It's pretty doable. Start small and build up, you'll be there in no time. Lemme know of you hit an issue:)
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Amazing! Set driven key? Are you using some sort of cone reader or rbf?
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Thanks man. Yea Set Driven Keys, not the most efficient but quick to setup and straightforward to mirror/correct later. The bends are using a glorified offset rotation constraint to always get the bend value regardless what angle the limb was modeled at. 1/2
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Curious, what's your max vertex influence count? I've done many joint based solutions but since most modern engines support 4 vertices per influence as a default joint based solutions are limiting when you hit that cap in areas like the pelvis, armpit and shoulder.
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Yea the 4 count is rough. I worked with 8, but usually 4. I use the same setup but accept the loss in fidelity:/ looks nice in playblast though with a dull count :)
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So this doesn't use corrective blendShapes? Is that right?
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Corrective, no blendshapes and only a hand full of additional joints (effectively on joint for each control you see)
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this is the kind of thing I always wanted from reference models I use for drawing. the joints never look right on any I have used.
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Good to know, I wouldn't say this version is anatomically accurate, as this example was more about volume preservation and preventing intersection. A more anatomical version will be coming along soon.
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