Wednesday, 25 February 2009

Eye appear to be missing a head



So this week we had a crack at doing some eye rigging using the FFD ox. This is basically a box that will deform multiple mesh’s in exactly the same way without affecting the pivot point. This is useful for eyes as it means you can still close the eyelids when the mesh is deformed. Another benefit is found when using it in conjunction with the morpher tool, you can keep polygon count down if you order the stack correctly. Here is the explanation:

Consider a sphere with 18 segments, this will give you 288 polys (trust me), then you add a mesh smooth with one iteration, now you have 612 polys. If you deformed this, Max would have to deform 612 polys every frame. Now if you do it the other way round, deform the mesh then mesh smooth Max only needs to deform 288 polys and then smooth it, giving you the same result, making it render quickly.

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