Saturday, May 30, 2009

Rhinoceroses? Rhinoceroseses? Rhinocerosi?

Was getting tired of paperwork, so decided to $#*&! it and try out something new this afternoon.

Maya's default skinning method is.. kinda horrible (and that's being KIND. It really really sucks). There's always weights in the wrong place, and even after skinning and locking and painting again, there's always weights moving around because of the normalization factor and you get stuck doing extra PSDs and adding influences and sculpts, yadda yadda yadda...

Anyway, was browsing around on the internet and found a cool little method on Highend3D that makes Maya bind the geometry to the bones, not the joints (simulating the skinning algorithm used in Blender) and it produces MUCH MUCH better results. I didn't even have to make any corrections to the binding :O Even in the 'problem areas' like the hip-leg and arm-shoulder parts.

This is the model I made for the test, a low-poly speed model of Rhino (one of Spiderman's villains). Around 1100 polys. Quickly rigged, and then skinned using the method described above, and did a quick run cycle just to test it out. Outtadawayyyy!!



Yeah I know... it isn't much and the timing's a bit shot. But this discovery kinda opened my eyes to a whole new way of doing things more efficiently. One of these days gonna explore it a bit more. But until that day comes... back to the boring work.

*Saturday! Yay! Waittaminit... more work?! Boooo.

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