So! This month didn't have such tangible improvements, it was mostly a lot of backtracking and re-doing stuff. But here's what happened:
1) Hips Topology fix.
The biggest change is that I had to re-work the topology of the hips [I ended up doing a few changes on other areas too, mostly trying to reduce vertex count a little.]
From what I understand, it's good practice to have the topology form a curve on the crease that forms when raising the leg, so the deformation looks natural and you don't have to fight with weight painting so much. I did have a curve... but the placement was all wrong! I tried to make it work and it kiinda did.. But it required very weird bone placement and not all rotations worked very nice. [Side to side were especially problematic].
With such a big change in topology I'm glad I didn't do the textures before the rig! That work would be lost.
2) Weights/Skinning.
After changing the topology I messed up the weight transfer and I couldn't undo to before I applied it, so.... I decided to just re-do the weights! I also tried to do minor adjustments to the shoulders.
3) Face Rig.
Once I had done a first weight painting pass on the body, I realized that the failed weight transfer [or maybe even something else] also messed up the face on certain areas! So.. I decided this could be an opportunity to try a different face rig approach to what I was using. Instead of "floating bones", I wanted to try using connected bones: the veeery basic understanding I have is that this approach should help make the skin stretching more natural. I thought this could come in especially handy on the mouth and cheeks!
I did way too many bones though! and because everything is connected, sometimes moving one point means you're actually moving 4 bones and if the weight painting is off it becomes very obvious real fast!
I've learned that it definitely feels different, and there's areas I really liked! Like the mouth! But I can see some of the mistakes I made! I connected more bones than what was necessary and because I didn't really understand how it would behave I didn't plan things properly. The biggest trouble areas were the eyes/eyebrows! Too many bones, and there were bones that I weight painted so they would hold the shape, but because they were connected, when other bones moved they ended up moving and it looked very unnatural!
1) Re-do the face rig! I've realized I liked my previous approach! It's nothing fancy but it does the job, I can then automate certain actions like quick smiles or frowns using action constraints as if they were shapekeys/blendshapes! [Or I was also advised to use pose libraries... I'll check that too!]
2) Make a test rig for the arms and legs using a single bendy bone!
Currently when I rotate the arms and legs [like the rotation of the forearm] there's an ugly twist. I've been trying to fix it by adjusting the weights, but even with my best attempts it's still visible. So I want to see if using a "bendy bone" fixes the issue! if it doesn't, my best bet is keep adjusting the weights or do 3 bones per section instead of 2.
3) keep trying to get the shoulders right! Currently the shoulders don't deform so well, I don't know if it's the bone placement, the topology, the weight painting, the fact shoulders are tricky because they bend in all directions... or all of the above! I want to make it behave as nice as possible! [I think the reason the shoulders don't look right when they're to the sides is because I did a T pose instead of an A pose?]
04) Try to make the torso deform better! Currently it's a bit difficult to get a nice torso deformation, especially slouching. It bends a bit weird and I don't know if it's just a matter of playing with the bones placement and weight painting or if the torso is just too long.
5) File cleanup! I want to figure out why some of my meshes appear double in the outliner for example, I suspect it's because I've linked some meshes, I just wanna understand it so I know it won't cause me issues later on. Also I want to look closely into cleaning up all unused vertex groups. One thing I noticed is that my file feels a bit heavier, and I wanna know why that is.
Then once I'm happy with the way the base bones deform, it'll be time to get more deep into the rigging process! [Following the "Art of Effective Rigging in Blender" course!]
After the rig it's time for texture painting and modeling things like hair, eyelashes, clothes, etc.
Before the month ends I'll post some sketches I did this month and the asura sketchdump!! :D
Pyriax
2020-08-28 12:00:01 +0000 UTC