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    08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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    File: kneehelp.png (6 KB, 400x283)
    6 KB PNG
    I haven't seen any guides with a consistent take on this
    >>
    >>1031325
    Please elaborate
    >>
    >>1031325
    >>1031328
    It’s a dumb tip, just like Blender rigs with no full skeletal support because they believe it works. Basically the idea of just building everything separately then connecting isn’t really bad but there’s more work that goes into it. Not recommended and just build the prototype has a full body.
    >>
    >>1031325
    Low poly knees?
    Just have topology where 1 or 2 edge loops on the back split into 3 or 4 edge loops on the front to simplify mesh weighting on the back and allow for more natural looking bend on the front when the knee is bent.
    Like anon said idk wtf you're talking about though if it isn't that.
    >>
    >>1031331
    >low poly
    bro that is medium poly, low poly uses rectangular or triangular prisms, not hexagons and shit.

    how would you even do the middle answer on a cuboid leg?
    >>
    >>1031332
    Just keep the column with the triangle
    >>
    >>1031332
    well you're retarded but thats okay, because you can still do what you want by putting a triangular prism inside the knee joint and getting good at weight painting
    >>
    File: ntas.jpg (56 KB, 1253x975)
    56 KB JPG
    >>1031343
    why retarded?
    >>
    >>1031348
    Thanks for the laugh
    >>
    >>1031349
    isn't it literally proving the point in this image though >>1031331
    >>
    >>1031350
    It's doing the opposite because the leg is losing volume
    >>
    >>1031332
    >>1031348
    what the fuck nigger
    >>
    >>1031325
    Carmageddon 2 core where instead of bothering with topology you just have the legs intersect
    >>
    >>1031358
    the leg on the left is barely losing volume
    >>
    >>1031325
    wa
    >>
    >>1031330
    Hardly disagree. I find it way easier doing my model that way. Connecting joints like elbows, knees, and shoulders using this method helps keep your silhouette and a clean topology. I would advise otherwise only if you already have a perfect sculpt to go off from.
    >>
    >>1031331
    This topology post is so old it used to be on a guy called eat my poop's portfolio in like 2008. Really what i'm saying is that your handle could be eatmypoop and be a respected professional in 2006
    >>
    >>1031431
    >>1031330
    What are you guys even talking about?
    >>
    File: howto.jpg (13 KB, 408x381)
    13 KB JPG
    WHY I did the three edge loops so WHY
    >>
    >>1031513
    vertex weights?
    >>
    >>1031514
    you mean those things which are either 100% or 0% and nothing in-between?
    >>
    File: KneesPart1.png (185 KB, 720x800)
    185 KB PNG
    I have only been using blender for two months so I might be wrong, but from what I've observed, the best solution that has the lowest amount of topology is pic related.
    It is the "wrong" solution pictured here >>1031331, but it can work well if it's weight painted right.
    If you weight paint the the knee so that the thigh (or the bicep in the case of elbows) controls the both sides of the outside of the joint, the bend maintains its pointiness and doesn't collapse as it does here >>1031513.
    >>
    >>1031792
    This causes clipping, but it can be minimized by spreading out the edges on the inside of the bend.
    >>
    >>1031793
    Or you could rig property and not try fake 3D tips. Our human legs spread the meat in the thighs and can not go full 90 degrees. In 3D you either accept it phase it to the thighs or morph it to match real world conditions.
    >>
    >>1031794
    north korean legs go 90 degrees when death marching
    >>
    >>1031794
    what is "rigging properly"
    >>
    >>1031965
    Video from 15 years ago should help answer that https://www.youtube.com/watch?v=kJiTDaFmJEY
    >>
    >>1031969
    well if had maya from 15 years ago i would have done the right thing

    blender promotes making garbage
    >>
    >>1031793
    what did you press that made the vertez follow the edge tangent above it?
    >>
    You could always just use a corrective bone. Can't believe it took an advanced rigging course to stumble upon that one.
    >>
    >>1031965
    anon just wanted to shill their paid program but:

    - a good rig has good perf to not bog down the viewport
    - it makes it easy to roughly pose a character very fast while still allowing you to find tune the pose with tweaker controls (this include nice control layers to hide the tweakers until you need them)
    - it's hard to break
    - it moves in an intuitive way and by extension the curves it produces are clean and easy to adjust
    - it's not bogged down with a billion extra functions. You can always add extra constraints per scene when you need them
    - it's easy to cleanly link/reference
    >>
    how is this the best thread on this god forsaken board
    >>
    >>1033106
    it's the bee's knees
    >>
    I really need to learn shoulders
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