Joint helpers in maketarget

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Re: Joint helpers in maketarget

Postby duststorm » Sun Jan 10, 2016 1:54 pm

Proxies contain their own mesh files, thus they must define their own UV coordinates.
Body proxies should have UV maps compatible with those of the basemesh if it is desired to share the same materials (recommended), but this rule can be bent if this is the intention of the author.

While there is/was a tool in (old?) MakeClothes to re-project the UVs from the basemesh back to a proxy mesh (once mapped), it still required a lot of work in seam areas.
Perhaps Blender already comes with some UV transfer tools based on vertex distance that might be just as useful.
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Re: Joint helpers in maketarget

Postby Oscalon » Mon Jan 11, 2016 7:37 am

duststorm wrote:Proxies contain their own mesh files, thus they must define their own UV coordinates.
Body proxies should have UV maps compatible with those of the basemesh if it is desired to share the same materials (recommended), but this rule can be bent if this is the intention of the author.

While there is/was a tool in (old?) MakeClothes to re-project the UVs from the basemesh back to a proxy mesh (once mapped), it still required a lot of work in seam areas.
Perhaps Blender already comes with some UV transfer tools based on vertex distance that might be just as useful.


Alright, yeah, I think Blender does have some, although they may require matching vert counts or something.
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Re: Joint helpers in maketarget

Postby duststorm » Mon Jan 11, 2016 4:47 pm

Oscalon wrote:Alright, yeah, I think Blender does have some, although they may require matching vert counts or something.

I believe it allows you to choose the matching strategy, vertex number is one of them, distance is another.
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Re: Joint helpers in maketarget

Postby Oscalon » Mon Jan 18, 2016 11:21 pm

Alright, next question: I've been working on setting up rigging tools like IK on the 1.1 rig. Why are the shin and forearms split into 2 bones? I vaguely remember seeing something about it in the past, but I can't find it now.
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Re: Joint helpers in maketarget

Postby MTKnife » Tue Jan 19, 2016 1:23 am

I think most of the bones have "twist bone" counterparts, to deal with the mesh distortion created by rotating a single bone at its root.
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Re: Joint helpers in maketarget

Postby Oscalon » Tue Jan 19, 2016 1:30 am

MTKnife wrote:I think most of the bones have "twist bone" counterparts, to deal with the mesh distortion created by rotating a single bone at its root.


I thought it was something like that. I know this is common in a lot of rigs, I just never found a detailed explanation of the problem and solution. I need to make sure I set my constraints up correctly.
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Re: Joint helpers in maketarget

Postby a.g. » Wed Jan 20, 2016 3:16 pm

Oscalon wrote:I thought it was something like that. I know this is common in a lot of rigs, I just never found a detailed explanation of the problem and solution. I need to make sure I set my constraints up correctly.


Well, I imagine that with the forearm the problem is the way forearm twist actually works in a real skeleton. It doesn't just rotate at the elbow joint; instead two bones can either go parallel, or twist to form an X shape. This means that the twist is basically zero at the elbow and gradually increases to the wrist, which can be best approximated by using a second bone to control the area near the wrist with a gradual weight transition.
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Re: Joint helpers in maketarget

Postby duststorm » Thu Jan 21, 2016 1:50 pm

Oscalon wrote:Why are the shin and forearms split into 2 bones?

It's a system Manuel came up with to be able to achieve perfect deformations even in complex poses.
The posts on the blog showing the new rig were about this.

To make this simple to use, you should only ever have to move one of the 2 bones.
We still need to find a way to make the correction bones follow the main bones automatically.
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Re: Joint helpers in maketarget

Postby Oscalon » Thu Jan 21, 2016 10:42 pm

duststorm wrote:
Oscalon wrote:Why are the shin and forearms split into 2 bones?

It's a system Manuel came up with to be able to achieve perfect deformations even in complex poses.
The posts on the blog showing the new rig were about this.

To make this simple to use, you should only ever have to move one of the 2 bones.
We still need to find a way to make the correction bones follow the main bones automatically.


Ah. Currently I am setting up a simple IK rig to make posing easier, and then constraining the base rig to it. So trying to figure out the setup for that.
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