Does every animated object have a type of skeleton? Or can you animated meshes directly?
Spantheras
I just tried to rig a mesh in Houdini and noticed that that the skeleton automatically got placed in the middle of the mesh part as I was adding it to. That's not for granted of course since it's difficult to place something in 3D from a 2D view. But I would guess the program detects which mesh the mouse pointer hit and also calculates the center point of the surrounding vertices. Would be interesting to see what's going on behind the scenes! Anyone who knows more?
yueli96
Curious about how these skeletons are represented and implemented in the program.
et17
How are vertex blend weights determined - which vertices are deemed as important part of the animation skeleton or not
sc2019
From the video, it looks like the artist is using a default strategy (distance, geodesic voxel, etc.) that computes the weights, then manually goes in and changes (paints) the weights if necessary.
Does every animated object have a type of skeleton? Or can you animated meshes directly?
I just tried to rig a mesh in Houdini and noticed that that the skeleton automatically got placed in the middle of the mesh part as I was adding it to. That's not for granted of course since it's difficult to place something in 3D from a 2D view. But I would guess the program detects which mesh the mouse pointer hit and also calculates the center point of the surrounding vertices. Would be interesting to see what's going on behind the scenes! Anyone who knows more?
Curious about how these skeletons are represented and implemented in the program.
How are vertex blend weights determined - which vertices are deemed as important part of the animation skeleton or not
From the video, it looks like the artist is using a default strategy (distance, geodesic voxel, etc.) that computes the weights, then manually goes in and changes (paints) the weights if necessary.