by
Stefan
Henry-Biskup
Gamasutra
November 13, 1998
Vol. 2, Issue 45
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Modeling tools are constantly reinventing themselves, which makes our lives as game developers easier. For instance, the newest version of Physique, the skin attachment program in Kinetix's Character Studio, uses a new method of attaching vertices to bones. The tool now supports true weighted vertex assignments, using envelopes. This method has serious ramifications for how spline configurations at the joints will be built in the future, as it allows you more easily create a good looking vertex attachment.
However, no matter what features future software versions support, these core concepts that I've outlined will remain true:
- Character sheets are one of the most powerful tools you have for nailing the detail and proportion of your model, and using them within your modeling environment leverages their strengths even more.
- The quality of skeletal joint positions (particularly those at the base of the hierarchical tree) will continue dominate the geometry built upon it.
- Building the skeleton first and then properly posing it will help your modeling and save you significant time and effort.
By studying human anatomy, a modeler can learn where to put the bones of the skeleton so that it deforms properly, how the human body's joints behave, how much freedom of rotation joints have, and how muscles wrap around and connect to bones. By creating structures that closely mimic a real human body, your model will move and deform more naturally.
Stefan Henry-Biskup has been in the game business for six action-packed years. He is currently a senior artist at Accolade working on Slave Zero.
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