Skinning early tests. A generic mocap file of a female in a gym. Some problems here and there (like the hilarious happy shiny armpit) and obviously the animation is not tweaked to fit the exact proportions of this character. That's why both hands go through the floor and there are some hand-body contact issues. But that was not the goal of this test, but testing if my approach to rig her with the biped in 3DSmax works as expected. This is a chance to see the shaders working too.
There's a particular thing about Chell. Even if it's not apparent the first time you look at her, she's always on high heels. This is causing all mocap files to work in strange ways. The solution is tweaking these files globally, creating a keyframe to "elevate" the heels in order to get a nicer and more natural appearance.
I have some doubts regarding mocap sessions. Should the actress wear high heels or just regular shoes and correction keyframes should be applied? If the actress is wearing regular shoes, she will be able to pull better (in the athletic sense) moves, or , at least, I believe so, but on the other hand, heels would be a constraint a real Chell should have to live with, thus rendering -much more- faithful moves. I will probably try both approaches and see how they work. More on that on next posts.
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