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Outfit girl in platform docs11/9/2023 However, I also want to wear them outside of work so I'm still very much tempted by the smooth leather 1461s because of the iconic yellow stitching. I'm personally leaning more towards mono black becuase I think they look the smartest and I think the yellow stitching of the regular 1461s would clash too much with smarter attire. I myself like to dress on the smarter end of this spectrum however and I was looking at getting either smooth leather 1461s, plain welt or black mono. My workplace officially has a smart casual dress code but they are very lenient (i.e. Rig and character skinning are completely untouched, you are just adding an additional object to the animations.Hello all! So the title basically says it all but essentially I work in a smart casual office environment and I was thinking of getting some docs both to wear both at work and outside of work. The clothing will animate along with the character animations. As it is using the same rig it is using all the same animations that the rig, and therefore the characters, are using. Then, the jacket is modeled and placed over the character models and skinned to the same rig. The characters are skinned to the rig and then animation sets are made. Say you wanted all characters to be able to wear the same jacket. So, all 10 character models would share the same rig and animations. Skinning information from the character model is copied to the clothes so that they are weighted the same and clothes deform correctly, without clipping, during animations. You are only skinning the pieces of clothing to the rig, which are placed over the top of the character model. The character model skinning stays completely untouched. The pieces of clothing will be rigged to the same skeleton the character mesh is rigged to, so will be part of the same animations. If that were the case, in an mmo, thousands of animations would have to be modified of each piece of gear and and character models rerigged to include clothing, total waste of time. Cloth physics are not commonly used for clothing unless it's something like a cape, scarf, etc that needs to deform dynamically in a way that can't just be modeled. I can't give you an answer for cloth physics but I assume it would be a very similar process. Rigging is a much similar process, animations are a non issue since they will be using the character animations, and artists can focus on the modeling and texturing. This means that the process of creating clothing is quite quick, especially in games like mmos where there are hundreds of individual pieces of gear that must deform and animate to thousands of different animations. Clothing is modeled individually (depending on requirements) but are not animated on their own, they are using the same rig and animations that the characters use. As the clothing pieces are entirely separate objects from the character mesh they can be swapped in and out as needed to create new costumes. Clothing will deform correctly as the character animations go through the motions. This gives you a fast and easy way to quickly skin a piece of clothing to a character, and artists can then go in and touch up areas that did not copy weight information well.īecause the clothing is using the character rig, all character animations will now work with all pieces of clothing that are linked to the rig. Example: the tshirt is modeled from a copy of the character torso, both have almost exactly the same geometry between them so the tshirt will deform/animate in exactly the same ways the torso does, and there will be no clipping issues. The program tries to calculate vertex weight depending on which bits of the mesh have similar topology and which do not. This means the clothing will also be skinned to the same rig the character model is using. Doing this copies vertex weight information from the character model across to the piece of clothing. The piece of clothing is then 'Skin Wrapped' to the character mesh. This piece of clothing is treated as a completely separate object from the character. To make a piece of clothing, the clothing is modeled over the top of the character mesh (from scratch or using pieces of the character mesh so topology is almost exactly the same between them, which can save skinning work). I'm only just starting to work seriously on my first customizable experience so don't take my word as gospel.Ī character has a rig and is skinned to it, and using this rig, animations are created and saved out.
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