SamuKata
sgthale
sgthale

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Continuing Pipeline and Model Optimization

I am continuing my model's shape and deformations. This weekend I started weight painting each bone for the new pelvis, feet, and legs. The results are really really good! Let's start with the foot. It is now controlled with a way more intuitive rig which will allow me to make animations much faster and better. Demonstration:

The deformations are also vastly improved thanks to the awesome new foot topology I was working on. Here is a before and after for the deformations:

Notice how it used to bend at weird angles and had terrible preservation of volume. Weight painting is a very fine art and I have learned a great deal over the last 2 years working on this project. Typically if you are spending more than 15 minutes on a bone's deformations, you are doing something wrong or your topology is very wrong.

Each toe on my model has also been weight painted.

Each toe has 2 bones for deformations except for the pinky. Normally we lack much control over the pinky so I gave that one 1 bone.

I was also working on kneecaps. Here is a before and after though the new shape is still a work in progress:

Lastly, I got to see the fruits of my labor with the new pelvic topology. She can now lift her leg sideways with far less ugly distortion:

This will be ideal for certain animations where she jumps up and grabs onto something with her legs, like a tree (or you!). Here is the full shot of the new shape:

Her hips had to be redone as I was optimizing her legs and pelvic region, I've learned a bit more about anatomy over the last few months as I look at other people's work and the flaws in my own models. Women apparently have a different walking posture because of their feminine hips. Also, the widest part of the inner thigh is at about the same level as the widest part on the exterior thigh.

The last but most tedious part about the pipeline and model optimization is that I have to go back and re-animate all feet animation bones because of a small change in the foot rig. It will be tedious and may take me a couple days of boring labor but after that I will be able to re-export all my animations and have a fully functioning Mecanim humanoid rig for faster asset creation.

Continuing Pipeline and Model Optimization

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