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Point binding vs region?
Posted: Fri Mar 11, 2011 7:12 pm
by Leejohn
Hi, I'm getting ready to start rigging my character, and I was just wondering generally what method of binding is better suited for character's, and what are the advantages and disadvantages of both? Thanks.
Posted: Sat Mar 12, 2011 9:55 am
by funksmaname
point binding is more precise and is perfect if you don't need/want overlapping areas of influence. each point is assigned to a single bone so you get very clean movement of points. region is quicker to set up but can be un-wieldy - often you'll need to seperate parts so they don't overlap or you will start influencing areas you didn't want to (like a body under an arm) - and sometimes you'll have to 'explode' or pull appart shapes so that bones don't influence eachother even if they are a solid/single shape.
bottom line is, there is no 'better' way - they each have pros and cons - you just have to choose the right tool for the particular job.
Posted: Sat Mar 12, 2011 1:33 pm
by Víctor Paredes
If you work with images, textures or gradients you must use region binding to bend them. Generally I work using both binding modes at the same time, for example, a vector character (point binded) with an image in the chest (region binded).
Posted: Mon Mar 14, 2011 12:23 pm
by benecosse
I've noticed when I use texture in a vector shape, the texture has weird artifacts/distortion sometimes. It seems to be sorted if I increase the region of influence (region binding) but it's still a bit hit or miss. Any advice?
Also, what is the best way to texture a vector shape if I wanted to create a custom texture in external software. IE as done in your Whale Blend Morph (flexible binding).
Do you use a screen grab of frame 0 to use in a vector paint software?
Posted: Mon Mar 14, 2011 7:17 pm
by Víctor Paredes
I've noticed when I use texture in a vector shape, the texture has weird artifacts/distortion sometimes. It seems to be sorted if I increase the region of influence (region binding) but it's still a bit hit or miss. Any advice?
If you work with textures you must take the same precautions you take when working with images: separate your shapes in frame 0 and use the offset bone tool to put all in order.
Also, what is the best way to texture a vector shape if I wanted to create a custom texture in external software. IE as done in your Whale Blend Morph (flexible binding).
Do you use a screen grab of frame 0 to use in a vector paint software?
That whale was, at first, a psd file. I traced the borders and boned the whale on AS. Then in Photoshop (actually Corel Photopaint...) I saved a png file for each texture of the whale (I took the textures and make them wider, this way each texture is bigger than the whale shape). Once the textures where ready I put each one on each respective shape. To make the pseudo 3d look I just moved the textures up or down.
To make the effect more convincing I moved some points too. Each position was saved as a blend morph for easy use in the future.
So, resuming, trace the whale, put the textures on it, rig it, save blend morph on each pose (up, down and normal) and then just animate it.
I hope this doesn't sound too weird.