Digital humans the art of the digital double
Ever wanted to know how digital doubles are created in the movie industry? This course will give you an insight into how it's done.
# 1 04-02-2004 , 10:04 AM
Clod's Avatar
Registered User
Join Date: Jan 2004
Location: Ireland
Posts: 201

Binding separate body parts

If you have separate body parts and bind them all to the same skeleton, how are you supposed to avoid tearing where the body parts meet up during animation?
I presume the head is used as a separate object for creating blendshapes, so how can you avoid tearing at the neck

# 2 04-02-2004 , 11:10 AM
danrocha's Avatar
Subscriber
Join Date: May 2003
Location: Campinas - SP - Brazil
Posts: 30
I guess you have to merge vertices at the edges of the parts. Check out the Hand tutorial (in the modeling section) where the fingers are modeled apart from the rest of the hand and then "glued" to it via Merge Vertices...


<font size="1"><strong>"The hardest thing to see is what is in front of your eyes"
<em>Goethe</em></strong></font>
# 3 04-02-2004 , 11:14 AM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871

Re: Binding separate body parts

Originally posted by Clod

I presume the head is used as a separate object for creating blendshapes, so how can you avoid tearing at the neck

won't happen,
after u create a blendshape "node", u can even delete shape target objects.

# 4 04-02-2004 , 02:51 PM
Clod's Avatar
Registered User
Join Date: Jan 2004
Location: Ireland
Posts: 201
So how is facial animation done? Do you make duplicates of the whole model for blendshapes? Seems a bit inefficient when you'll only be moving a couple of verts on the face.

# 5 04-02-2004 , 04:12 PM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
yes, u duplicate facial poses and usde them as blend shapes.
some people use a combination of blendshape and bones for a facial rig.
but i think blend shapes require less calculation and a bit faster when animated, plus u can have a as many shapes as u want.


url removed!

# 6 04-02-2004 , 05:10 PM
Clod's Avatar
Registered User
Join Date: Jan 2004
Location: Ireland
Posts: 201
Thanks for the info vlad. Just to clarify, I leave the head on the model and duplicate the entire model for blendshapes rather than doing the head separately?

One other thing: I'm currently painting the head weight completely white, so that the eyes and teeth move stay in the correct position. Is this the best way of doing it or is there something more effective.

# 7 04-02-2004 , 05:27 PM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
u can do blend shapes for the head only then attatch it to the body, or u can duplicate entire body if u want.
parent the eye and teeth to joints.

# 8 04-02-2004 , 09:39 PM
Clod's Avatar
Registered User
Join Date: Jan 2004
Location: Ireland
Posts: 201
Yeah, I disconnected the head, did blend shapes and reconnected and it worked. Excellent.

# 9 04-02-2004 , 10:29 PM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
right on

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads