View Full Version : Bone assignment question
telefen
18th Sep 2010, 8:25 PM
I'm trying to learn a bit more thru studying different bone assignments. I'm presently observing the bone assignment on pelvic area of two differnt custom swimsuit meshes. I see that one of them useses a combination of shorts,thights& pelvic bones where the other one is just using mainly pelvice & thigh bones to assign the same region(pelvice). Why is that?, since swimwear is a skintight outfit so, why choose one over the other? Are there any advantage or differnces in annimation. I'm mainly concerned with how sims body animatete when for example sitting on the ground &one can se very ugly sharp edges in the thigh/hip area. & trying to somehow fix that by rearranging boneassingment. Is this also depending on how dense the area is covered by vertices/faces? I would guess;? Any Idea why there are two differnt set of assigning pelvice area. thatä's my main question. Thank for helping me friends. :)
Artisan219
5th Jan 2011, 2:25 PM
The most logical reason I could think for this is simply that EA had multiple animators working on bone assignments. Large animation or gaming studios use a large amount of people and more than likely the two meshes represent slight differences in their individual processes. The weight applied to any given vertex is really simply a judgment call based on its distance between bone objects. Generally, points on the upper thigh will have some weight applied to the pelvis whereas points closer to the knee won't. The actual number value, though, is up to the person working on the mesh.
telefen
6th Jan 2011, 1:20 PM
The most logical reason I could think for this is simply that EA had multiple animators working on bone assignments. Large animation or gaming studios use a large amount of people and more than likely the two meshes represent slight differences in their individual processes. The weight applied to any given vertex is really simply a judgment call based on its distance between bone objects. Generally, points on the upper thigh will have some weight applied to the pelvis whereas points closer to the knee won't. The actual number value, though, is up to the person working on the mesh. Thank for response however i still don't see why shorts,thigh,pelvice or just thigh&pelvice . There must be a logical difference on a skintight clothing since, some creators are choosing either the first or the later of the two arrangments & I'm trying to figure out why. Any Idea? :Pint: :)
Ken Murikumo
9th Jan 2011, 6:30 AM
Well i asked here and check thoroughly and found that those bones like "shorts" overlap and get used the same way as say "thigh" (not entirely certain they're a real match, but you get the picture) When in doubt, don't use them; stick to pelvis and thighs and stuff.
And i assume the EA creators don't use Milkshape (or blender) to make the meshes. So its possible they could be hand painting them with a different interface. Perhaps since said bones are "equal" in the anatomy of the sim skeleton, the computer could use one over the other (due to hash or numerical placement or some other computer mumbo-jumbo that the creators recognize but doesn't get carried over in the final product)
Or it could be a mistake altogether and this argument is invalid. But one thing is certain, when building architecturally ALL measurements MUST be perfect, but when sculpting (in this case) everything is eyeballed; so, if it looks good it's passable.
telefen
10th Jan 2011, 6:58 PM
Well i asked here and check thoroughly and found that those bones like "shorts" overlap and get used the same way as say "thigh" (not entirely certain they're a real match, but you get the picture) When in doubt, don't use them; stick to pelvis and thighs and stuff.
And i assume the EA creators don't use Milkshape (or blender) to make the meshes. So its possible they could be hand painting them with a different interface. Perhaps since said bones are "equal" in the anatomy of the sim skeleton, the computer could use one over the other (due to hash or numerical placement or some other computer mumbo-jumbo that the creators recognize but doesn't get carried over in the final product)
Or it could be a mistake altogether and this argument is invalid. But one thing is certain, when building architecturally ALL measurements MUST be perfect, but when sculpting (in this case) everything is eyeballed; so, if it looks good it's passable. I don't really like the idea of shorts6don't quite understand the use of it on a skintight let's say swimwear. So, I just chang it to thigh for better clarification & it works fine. I was just curios why some creators prefer that over the others. i was just trying to make some sese out of it If i could. :Pint:
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