Simply Maya User Community

Simply Maya User Community (https://simplymaya.com/forum/index.php)
-   Work In Progress (https://simplymaya.com/forum/forumdisplay.php?f=34)
-   -   Skinny Kid (https://simplymaya.com/forum/showthread.php?t=17911)

the_podman 04-09-2005 04:40 AM

Damn, now that's a detailed shoe. I hope you're building a proxy model for him, otherwise the rigg will be slow. Unless of course, you've got some badass PC at home.

-pod :)

swankymonkey 04-09-2005 04:55 AM

Hey Pod!

Yeah, the shoe has been smoothed. I was planning on controling the hi-res mesh with the base mesh.

Most likely the I won't even have to smooth the shoe ... that is until the dramatic untied shoe lace close up scene ;)

My PC is FAR from badass. Its more like a lard ass.

Dave

the_podman 04-09-2005 05:19 AM

If you create simplified "Segmented" geometry commonly known as "proxy" or "canned" geometry, then put the geo in a layer and "parent" them(don't skin) to their corresponding joints and "hide" the skinned mesh while animating. You can avoid having to do "playblasts" which eats up TONS of animation time. Since there is no "skinned" information within the viewport and only simple geometry(like around 1000-2000 quads max), you can get "realtime" playback on even lardass machines...

:)

swankymonkey 04-09-2005 06:02 AM

I've seen and read about the technique to which you refer. I will definately employ your suggestion when the time comes.
:beer:

Jay 04-09-2005 08:55 PM

Dave!!

Yeah thats a tidy shoe man!!

Also with the proxy thang, you could just get primitives and parent those instead of lower versions on the actual model, as long as they correspond well enough with the high res model it will work a treat, we do it at work. No probs.


Yeah good chat bro, now for some heads to crack!!:bandit:

Jay

the_podman 04-09-2005 09:35 PM

Yeah, Jay's got the right idea. I would suggest that you still maintain the overall "form" of the character. Sometimes if you stick to strictly 4-sided boxes and cylinders, you lose the "character", making it hard to animate. I like to use cylinders that are still modified and shaped a little to resemble their represented counterpart in the most basic of sense. I guess it's kinda like low-poly modeling in reverse.

utpal 07-09-2005 05:11 AM

if you don't use smooth proxy and therefore you don't have a low poly version of your model to parent to the joints, maybe you could do this. dulicate your hi res model, and then apply Polygons>reduce. this way, you can really reduce your geometry down a lot. of course, your duplicate will be distorted, but, it will still have more or less the shape of your original..

swankymonkey 07-09-2005 05:36 AM

Hi utpal

Yeah, I've read about doing it that way as well. Honestly I'll probably try as many ways as I have time for cuz you never know what technique will feel right to you.

All the techniques mentioned (and more) are covered in the book "Maya the Complete Reference" which is a dandy little tome.

Dave

Jay 07-09-2005 06:55 AM

Dave

Theres a right way, a wrong way and theres my way. My way is the right way!!;)
LOL
Jay

utpal 07-09-2005 08:34 AM

i agree, buddy. i always do it your way...

Jay 10-09-2005 07:27 PM

Cmon Dave

Wanna see the rest!!

Jay:zzz:

swankymonkey 10-09-2005 07:42 PM

Hey Jay!

Well, I kinda entered the Sept/Oct comp. so I'm hangin' out over there right now. I'll post something here soon. I just wanna make it worth posting!

Stay strong my brotha!

Dave

Jay 10-09-2005 07:50 PM

Hey Dave

Will do. I'll check out the comp see what ya doin'. And everyone else too.

Best
Jay


All times are GMT. The time now is 12:02 AM.

Powered by vBulletin® Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Simply Maya 2018