Jump to content

Embed a kinefx skeleton in a geometry


Recommended Posts

Say you have a target character that you want to match with a good topology using TopoTransfer

I have this workflow that I would like to experiment with, not sure if it's actually tha useful, but I'm attempting to do this:

1/ Embed a skeleton in the good topology mesh

2/ Make the good topology mesh look like like the target

3/ Extract the embeded skeleton  from step 1 - it is now deformed 

4/ bonedeform the good topology mesh with the deformed skeleton, hopefully it should be really close to the target; 

The trick is that you now have a way to transition from T-pose / rest pose to the matched pose, and all sort of interesting stuff.

I was thinking of maybe expressing each point of the skeleton as some function of a given number of well chosen local points -  using barycentric coordinates

Maybe there is a clever trick with Attribute Transfer.

Any thoughts / any SOP that is already doing this ? 

Edited by AntoineSfx
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...