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Advanced skeleton maya rig too small
Advanced skeleton maya rig too small




Root referential object name : sometime having the root at is usefull, sometime not. Frame range : frame range to bake (from source) Output name : name of the skinned mesh and joints chain. Thus unecessaries steps of the bake are skipped and different animations can be set on the same source (usefull for destruction effect variation, destruction in several steps, blended animation setup, etc.) If another frame range is set on an already existing output name, only the animation is baked, assuming the animation as to be added to an already existing skinned mesh. The core of the tool, which is baking the simulation into a skinned mesh. Also apply a different color -I assumed that if you have different scale on used, it's because of a complex bake of several different rig, thus that having a different color on each rig is usefull. Join radis : a single quick joint resizing. Check overlapping vtx on selected entities in case your engine doesn't support overlapped verticies on skinned mesh, you can use this button to check how problematic the situation. PolyOp : Triangulate in case ngons are problematic (doesn't impact bake animation process) It offsets verticies outward, leaving a barely noticeable mark onto the surface of the mesh (on source or on baked mesh) PolyOp : Offset Vtx for engines that doesn't support overlapped verticies on skinned mesh, this option is very usefull.

advanced skeleton maya rig too small

PolyOp : Merge Vtx a simple merge for overlapped verticies sharing the same fragment (on source or on baked mesh). Can be usefull to iterate work on inner faces of shattered meshes (on source or on baked mesh) Transfer UVs from 1st object to others a simple UV transfer. This volume filter let you check average volume of fragments in order to progressively filter it until you isolate every unintended objects.

advanced skeleton maya rig too small

Volume Filter depending on the method used to retrieve shattered model, you can end up with too small fragments.

advanced skeleton maya rig too small

Several operations can be made, separated in categories listed below :Ī simple toolbox gathering handy features. > USE : As it as been made for a complex purpose, the tool support as many revert, tests, bake, and operations as needed to end up with good results, to keep the workflow the less tedious possible. The result is a mesh that can be shattered on demand. But what we can also do is to make a precalculated simulation -within maya, and bake it as an animated rig. AIM : Detailed destruction are cool but heavy to simulate runtime, as they require physical simulations and/or runtime shattering module.






Advanced skeleton maya rig too small