Lots of videos on corrective joints lately so wanted to try with a twist. Using a modified version of DemBones, my RBF solver, and a base skeleton w/ corrective deformations on top, auto generate corrective joints to replicate the deformation #Maya3dhttps://youtu.be/JSP8zRCCCDg
I’m a noob but besides data size what are the trade offs between rbf data baked into joints vs real time in engine?
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You can share animation on characters with the same base skeleton and different corrective joints. You also dont have to re-export everything if you make tweaks.
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Plus all runtime blending gets cheaper as there is less joint to process. If you run RBFs after physics you will also get better deforms for ragdolls.
End of conversation
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