tag:blogger.com,1999:blog-1120626178089425663.post502130339130249355..comments2023-09-18T03:34:25.692-07:00Comments on TD Matt: Basic scene and rig structureMatthttp://www.blogger.com/profile/07198498651792491769noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-1120626178089425663.post-16994134534474841612011-12-16T12:27:41.752-08:002011-12-16T12:27:41.752-08:00Hi Matt,
if you had a system to see the users visi...Hi Matt,<br />if you had a system to see the users visit to your blog, well that guy from Florence that is coming here almost every day it's me!! I'm learning a lot from your blog. Thanks so much.<br /><br />I would like to ask you something about this post.. In the picture at the beginning there is a difference between the layout of the deform skeleton and the export skeleton (the joint under the armpit is missing in the export skeleton).. if the control rig plus the deform rig control the export rig, shouldn't be the same ammount of joints in the export rig? or at least not a number less than the number of the joints in the deform rig?<br /><br />also I tried to make a test, and I found that I had to point and orient constraint the spine joints and also connect the scale of them (otherwise I was having a cicle behaviour from the stretchyspine system.. is this what you meant at the beginning of the post, when saying point orient and connection?<br /><br />thankyou very much , I hope you will have time to reply.. thanks<br />GuidoGuido Salimbenihttps://www.blogger.com/profile/14971210168993417073noreply@blogger.comtag:blogger.com,1999:blog-1120626178089425663.post-86097960648250397432011-01-19T09:50:30.151-08:002011-01-19T09:50:30.151-08:00The benefits of separating them out becomes more a...The benefits of separating them out becomes more apparent with characters of greater complexity, where the best skeleton layout and deformation solution isn't necessarily known from the start.<br /><br />By building a completely self-contained deformation rig before starting on control systems you create a work flow that allows you to iterate and improve a deformation solution in a much less destructive way. <br />In an integrated solution, any changes you find you would like to make to joint placement or helper joints can effectively invalidate whole control systems. In this case one of two things happen; either (a)you make the update and waste loads of time rebuilding the control systems around the new joint positions or (b)can't make those changes due to project time constraints.<br />Neither of these options are ideal, and both of them are avoidable.<br /><br />All control systems are logically derived from the deformation rig so it really makes sense to lock down joint positions and helper joint systems as much as possible before starting the control rig. The best way of doing this is by separating them out so you can fully test your deform rig independently of any control systems.<br />Only when I'm completely happy with the joints layout and deformation systems do I build the control rig.<br /><br />There is some level of integration of deformation and control (for example combined driven/animateable muscles) but that comes later.<br /><br />I follow this process even for simple, lightweight characters. Working in this way also helps you achieve a nice separated modular scene structure which makes rigs easier to maintain - the more things you lump together the harder it is to work with later.<br /><br />MattMatthttps://www.blogger.com/profile/07198498651792491769noreply@blogger.comtag:blogger.com,1999:blog-1120626178089425663.post-71434198130034665332011-01-16T10:46:01.448-08:002011-01-16T10:46:01.448-08:00Interesting stuff, there's definitely a debate...Interesting stuff, there's definitely a debate to combine the deformation rig with the control rig. But i think I'm veering towards separating it too.Anonymousnoreply@blogger.com