Rigging some models atm and it dawned on me that i was not sure how many bone influences per vertex QW:ET will handle. I’m assuming atm that its 4 same as D3 and Q4, but would love to know if i can have more influences per vertex.
Model rigging question
hahaha nah 4 is plenty but you can do some fun stuff with faces and articulated hands with more.
Just curious, what are bone influences per vertex?
I guess it has to do with skeleton-technology and the animation of models (e.g. monsters and machines). And vertexes are the surfaces. But how to these two concepts interact here?
Vertices aren’t surfaces, but the edge points which form a three-sided polygon, mostly called “tri”. One vertex can be part of multiple polygons, though it is not required.
The best way to visualize bone influences is by thinking of one’s arm: the skin on your forearm moves along with the bone in it. So, the vertices you would use for that part are completely attached to the bone. (And, more generally speaking, have a weight of being 100% attached to it. )
However, the skin in your armpit does move. Here the vertices are influenced by the bones in your forearm and upper arm. So, they have several weights for several bones. (Eg. 45% and 55 % for forearm and upper arm for the vertexes)
This works out good for simple skeleton animation, but facial animation mostly needs some more. Here you can have 4 weigths per vertices, or wow 4 bones influencing a single vertex.
Hey kamikazee that is the BEST layman explanation i think i have seen TO DATE for theories on rigging, skinning and animation. props to you.