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Old 02-04-2012, 09:19 PM   #1
shinepillai1986
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Default Biped,quadraped Rigs,Mechanical

Hi guys i wanted to know what is the best method to make biped and quadraped Bone system in maya and 3d max.and how to make cutom rigs like for mechanical or custom organic creatures,any stuff, any tuts, any link will be greatly appreciated guys,Newbie here!

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Old 02-04-2012, 09:28 PM   #2
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Like for example Like in human has 24 bones in spinal area whereas some animators use very little bones to make spine is it correct way to build a bone system!
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Old 02-04-2012, 09:40 PM   #3
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It is not necessary to entirely mimic the bone structure of human or animal the more important part is behavior. Bone structure also depends on the mesh of the given character.
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Old 02-04-2012, 10:11 PM   #4
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Hey Thanks omkar for the reply
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Old 02-04-2012, 10:13 PM   #5
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Is digital tutors rigging set good enough i saw it was in parts like artist made the arm rig different leg different there was no full character rig like head to toe!
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Old 02-04-2012, 11:00 PM   #6
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Quote:
Originally Posted by shinepillai1986 View Post
Is digital tutors rigging set good enough i saw it was in parts like artist made the arm rig different leg different there was no full character rig like head to toe!
Such rigs are possible and are often made for the purposes of Animation.

Let me explain, When a character is rendered(assuming production quality here) it is generally a high-poly model(except for games) which is skinned to the skeleton, such high poly models don't update quickly is the viewport i.e if you move a controller for e.g. L_Arm_Ctrl it will lag a lot(on high poly model) which doesn't give the animator "Real-Time feedback" thus making the shot/animation more difficult to understand. So a low-poly model is rigged using the same skeleton as the high-poly skeleton but which gives faster feedback in the viewport thus making the animator life a bit easy. As the skeletons of both low-poly and high-poly are the same animation can be transferred between them without much difficulty.

It got a little long if you don't understand something I explain it again
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Old 02-04-2012, 11:00 PM   #7
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i wanna know whats important in baking normal map, i have high poly and low poly, but my map baking always shows some artifacts, i wanna know what important, uvs?, baking software like maya.. xnormal etc, plz help..
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Old 02-04-2012, 11:04 PM   #8
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Quote:
Originally Posted by sandy.genius View Post
i wanna know whats important in baking normal map, i have high poly and low poly, but my map baking always shows some artifacts, i wanna know what important, uvs?, baking software like maya.. xnormal etc, plz help..
Sorry I don't expertise in modeling/texturing but if you can post this in the Modeling sub-forum then members who are expert at this topic will certainly help you
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Old 03-04-2012, 09:40 AM   #9
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Omkar bro that means when done in pieces it will reduce the preview and time cool,do u have any links for animation principles and timing.
Thanks bro
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Old 03-04-2012, 02:48 PM   #10
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Search for Animator's Survival Kit
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Old 03-04-2012, 02:58 PM   #11
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Thanx man!
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