I know... I am back on the box over rigging again, but
like Tantalus I keep chasing water around, and trying not to die of thirst.
I have been working on the latest update to the cyber
department with my new Airtek cyber boots and no matter how you cut it, you
still end up chasing your tail.
The problem is, I think I may be a little too set in my
ways and far too much of a detail perv. But I love detail and if things keep
coming out wrong, how are you meant to get past that?
Now, this really comes back to the old “horses for
courses” issue that seems to surround rigged mesh.
Give you an example. I saw a customer in store the other
night. She looked pretty clued up and had a nicely assembled avatar, but she
was wearing a rigged mesh t-shirt. Problem for me was it was suffering sooo
badly from clip through issues. Every time she moved, the mesh warped a little
and pieces of skin kept clipping through the shirt.
I am pretty sure that the designer of the shirt didn’t want
that, and in fact didn’t even see that when designing the shirt. However, as
designers we all love the idea of one size work, and we tend not to look too
deeply in to how it works in a broad spectrum way.
Of course it is fair to say we are aware of the problem,
but without testing close to 50 shape set ups for the body, we cant see what is
really happening on the massive variety of shape files.
Hence, here was a case of one size tries to fit all, but
never will.
Going back to the boot though.
The first problem is I am a detail perv, both in the
detail and fine adjustment detail. While Blender may be a powerful tool, the
fine detail isn’t as detailed as you can get it in SL.
Effectively, Blender is a powerful tool, designed for
powerful uses. And while it can do that, there are discrepancies between what
you see in Blender and what you see in world. You don’t know something until
you use it properly, watching how it sits on your personal shape, or how it
works with your AO. And in those cases, I find fine adjustment is needed.
Except, its rigged mesh. You cant do fine adjustment in
world – you have to do it in blender.
That is the crux of the problems – you have to almost
guess what you need to do from what you see in Second Life, go back to blender,
make your guess, then spend L$ uploading those tests back to SL, and pray you
get it right.
This guesswork process costs time and effort in a massive
way. A tweek on none rigged mesh that would have taken 10 seconds, now takes
financial cost and probably the better part of 5 or 10 minutes, if not more if
you guessed wrong.
Back on the perving side of the detailing comes my
secondary gripe with rigging.
If I am working through static items in world, I can
position, tweek, alter and add or remove elements in a short space of time
until visually I have what I want. Its a process that can be done on the fly,
adjustments can be made over seconds or even days as you field test items.
When it comes to Rigged mesh, your hands are pretty much
tied by what you can do.
At conception, you have the item as you think it should
look, however what you see in Blender isn’t what you see in SL, even though
poly to poly, its exact. The feel is different.
In addition to this is the principles of LOC (Levels of
Complexity). If you design a straight boot, it may have 5 individual rigged
items. The boot, a sole, heel, cuff, and a tip. Each of those five items needs
to be weight painted or if you do like I do, you weight paint the boot and copy
that to the other items. However, the more detail parts you add in, the more
you need to copy and even adjust each piece in the weighting. Eventually it
become nearly unmanageable above 30 items.
The short version is, you cant add the detail in your
want without driving yourself bonkers as the more complicated it gets, the more
unusual behaviour in world will start to appear, resulting in you spending most
of your time chasing rampant polys around trying to get them to weight themselves
properly. Of course, you could argue that you could merge the meshes together
to synch the weights, but that then forces more problems with editing.
Ultimately, the more detail you add, the worse you end up
chasing your tail going back to the beginning.
That begs the question though – and its a serious one
really. What advantage does rigging offer?
Well, Rigged mesh has two advantages. Its self adjusting
to height, and the joints bend smoothly
Its disadvantages are though, lack of detail, it doesn’t self
adjust to width, and you end up with a lack lustre product because the fact it
is rigged means you cant do the fine detail work without driving yourself round
the twist.
Realistically then, the advantages of using rigging seem
to be far outweighed by the disadvantages.
This is now to the degree that I only really see a
selected few advantages, which almost could be sorted through using a mixture
of static and rigged elements.
Static mesh would give you far more power to detail and
fine tune, even though it is mesh.
In a final look at the Airtek Boots, I have to ask the
question – what advantage is there to making these in pure rigged mesh? The
answer is, none.
Overall this does bring up an interesting point though.
For everything it offers, Rigged mesh slowly shows its failings to the point
where its applications are very limited.
If you are dealing with a simple, easy to work with item
like a mesh body, it will do everything you want, even if its utterly
impractical. If you are doing simple boots, it has applications as long as you
can keep the detailing under control.
But anything more detailed than basic clothing, boots,
etc the rigging applications are extremely limited.
To that end, while static mesh comes with its own series
of disadvantages, I will be using this more to create what I need in SL with
Rigged being used only where necessary.
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