Discover and read the best of Twitter Threads about #rigtip

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Here's a sneak peak into face deformation tech/rig and R&D for #TheLastofUsPartII that I've contributed in the span of 5 years starting from my initial days @naughtydog. following video was the first animation rig prototype [tech thread] 1/ #gamedev #maya3d #rigtip
Spec :
mesh res – 20K
Target Count – 2019 shapes
Joint Count – 350
with this new rig I was trying to preserve legacy workflow (channel box attributes) at the same time introducing face controls(both have pros/cons). its achieved with proxy attributes/alias attributes. 2/
blendshape head file was 125mb, I converted to rivet mesh(kept only used faces for rivet) file size reduced to 23mb. that resulted into faster load time and any world space deformer can be applied(softmod, cluster). Full head + rivetmesh used for SSD to generate auto skin. 3/
Read 6 tweets
It's #skeletember! 💀
Skeletons sustain us and are the foundation of our bodies, yet so many people find them scary (?) and the same goes for rigging!
So let's share some rigging love this September by posting a skeleton study, a rig, or a rigging tip you found interesting 💜
#Skeletember Day 1.
Even muscles can become bones if you believe hard enough in them.
Or you just create an IK constraint to mimic those sexy biceps.
Mine will always look bony anyway u.u
#madewithspine
#Skeletember Day 2.
I love when the iris follows the pupil just a little bit slower and you control each eye with just one bone.
You can achieve this with transform constraints or simply by turning the iris into a mesh and binding it to both pupil and eye bones.
#madewithspine
Read 32 tweets

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