r/blender • • 1d ago

Free Tutorials & Guides Not new to making characters. But new to rigging them. what do you think?

So, I'm not new to making characters but I was always bothered by buttons and buckles or basically any solid object like a knife or walkie talkie stretching or deforming when the character starts moving. I also don't have much experience with rigging and skinning.

This was my solution! What do you think?

should i just leave them? since they are barely visible?

By the way this is a game asset, so I think extra bones are overkill.

614 Upvotes

36 comments sorted by

189

u/Realistic-Welcome158 1d ago

If you're working on an asset where you don't have the perf budget to do extra bones, you're probably working on an asset where nobody is gonna care about this deformation.

If you're working on an asset where people will see and care about this deformation, you should allocate extra perf to do extra bones.

Weighting all verts 50/50 between 2 bones still usualy results in some stretching when the bones are rotating relative to eachother. Clearly it's better than just leaving them auto-weighted, but that's more down to spending time manually weighting them rather than just trusting auto weights.

All in all, it's context dependent. Do you have time to worry about it? Do you have perf budget to do the high-fi solve? Will your audience/player see it? That will tell you your answer.

27

u/raekewe 20h ago

in a high fidelity workflow the shoes themselves wouldn't be rigged at all and would be fully simulated on the animated mesh beneath it. If that isn't happening, there's no point to give a shit about this little detail. Also, the solution to OPs problem isn't to use some stupid add on they vibe coded... it's to do their weight painting properly... lmfao.

1

u/AglassLamp 11h ago

I've never heard of shoes being simulated, are there any resources on it? Can't seem to find any when I search.

1

u/raekewe 7h ago

not really, you just model the shoes and their parts, setup your constraints, then simulate them on top of the animation.

7

u/allnameistaken_ 14h ago

nobody care but i care....

2

u/Xavier598 13h ago

i think it can be useful if the details are a bit bigger and you're constrained by the type of armature (like a solid part on the character's belt, exporting it to a game engine where the type of armature is strict).

1

u/Xavier598 13h ago

At the end of the day i think it's good that small issues are adressed for niche edge cases anyways, tho i wish it wasn't vibecoded like that.

2

u/masoudrezaei28 13h ago

Out of curiosity, and i'm asking you because people of reddit scare me, you seem decent or at least didn't curse so i want to know your opinion. why not vibe coded? i mean technically speaking this is worse than vibe coded since i didn't touch the code at all, but i think it is actually a really good use case of ai for people like me who don't know programing and need a quick fix or automated feature for something they are working on. making tools like this for example seem pretty okay to me. I'd be pissed if someone tried to sell slop whether it's a 3d model or code but i'm not even trying to sell this. sure the main feature i showcase in the video is built in but it also offers other features which are not built-in. even the built in feature copy from selected can have an influence value for objects which are hard but still bendable. someone said i should do my weight painting properly instead of using vibe coded slop, and maybe I'm wrong but as far as i know weight transfer is pretty standard for weighting cloth and outfits, and the add on is made to help simplify certain tasks while cleaning transferred weights.

3

u/Xavier598 12h ago edited 12h ago

This topic is something I'm quite torn on. On one hand, I understand that AI tools can be useful and can help people by easing repetitive or complicated tasks. And I don't think I would have an issue with AI tools in retopology and rigging, and I'm studying for a software dev job, so I know how useful they can be in coding.

My issues with AI are more ethical in nature, I think. News about AI companies lobbying for better policies for them, scummy practices, disrupting neighborhoods by popping up data centers, and trying to push artists and other workers out of their jobs by advertising their role as "outdated", and overall raising up prices of RAM and chips, and trying to shove ai where it isn't even needed, it definitely gives anything with "AI" in it a bit of a bad rep for me. This can also be felt in spaces with a lot of artists like this sub, since there's a (understandable) anger at the type of technology and business that's putting their job and field in jeopardy.

Idk, it's a complicated issue. I don't really mind people for using AI occasionally, unless they're a full on ai bro or similar.

2

u/masoudrezaei28 12h ago

Thank you for your answer, for the first time im glad i asked. I live in the same world and as a 3d artist solo game dev and human being i totally understand what you are saying. I personally think Ai also takes the heart and soul out of everything it touches specially if its art related. i just didn't think making tools with it could also trigger people specially since the whole subject of my post was fixing weight paints however you can. But now I understand where the anger comes from.

1

u/Soilent_3000 12h ago

Sometimes as an artist you focus too much on those things, it happens to me a lot 😅

86

u/stupidintheface0 1d ago

The lead artist at my work is pretty anal about this kind of deformation, but realistically when the asset is in game, this kind of thing is never noticeable. However the same thing on a larger piece, like a belt buckle, I think you have the right idea.

56

u/GentlyAbnormal 1d ago

As a lead artist in games, this level of polish on shoes is just taking away polish/time from something players will actually see XD

Totally fine for personal work or portfolio though!

6

u/masoudrezaei28 18h ago

Agreed, i just didn't have any other good example ready to show. And i also wanted to see what professionals are doing.

-38

u/thehugejackedman 1d ago

This is why games cost 300m, because major studios allow their artists to spend time on this shit

26

u/GentlyAbnormal 1d ago

Dunning and Kruger are high-fiving right now.

11

u/CrazyBaron 22h ago

Funny guy if you think studios allow shit and not overwork them

10

u/ThePapercup 21h ago

tell me you don't work in the industry without telling me

9

u/Throwaway-48549 19h ago

Anal deformation huh?

1

u/Least-Magazine-8468 16h ago

IN MY EXPERIENCE DON'T TRY IT I'VE WARNED YOU

16

u/Intelligent_Aerie814 22h ago

The top comment nailed the perf budget aspect, but you're missing the most sacred rule of game dev: Fake it till you make it.

Look at HoYoverse (Genshin Impact, ZZZ, etc.). They are a billion-dollar company, and they don't even model real belly buttons on their characters—it's literally just a texture/normal map painted on a flat stomach.

If they can fake a belly button on a main character, you can absolutely fake these buckles. Just weight them 100% to the main mesh, or even better, bake them into the texture. If the player can't zoom in, it doesn't exist. 😂

2

u/masoudrezaei28 18h ago

Haha, true. Though with my models im doing my best to keep a good level of optimization and quality, after all detail like this can matter in certain games.

51

u/SolidFelidae 1d ago

Was that pages and pages of chatgpt conversation

18

u/Both-Variation2122 1d ago

You're right.

6

u/Puzzleheaded_Cap5597 20h ago

Well using it to learn how to do it is not bad assuming it just to learn and doing it themselves and not to have it generate something is not a bad usage of ai imo

7

u/superkickstart 17h ago

Using it to learn vs blindly vibe coding a addon that does the same as blender does built in. You can ask ai how to do things which i agree is a good use of it.

4

u/masoudrezaei28 18h ago

Well, lets just say It's not taking our jobs any time soon.

9

u/Alicendre 1d ago

Entirely solid objects should generally have uniform weights. For things that are going to deform heavily, you can often get away with blending your weights so that they won't stretch strongly but still mostly follow the flow of what they are attached to.

I'm not sure why you needed to vibe code an entire plugin apparently since copying weights from the selected vertex is a Blender feature by default, in the Item tab in edit mode.

4

u/iku_19 18h ago

almost every vibe coded plugin i've seen on this subreddit over the last two weeks has been an addon that does something blender does built in.

1

u/masoudrezaei28 13h ago

Blender does copy from active but doesn't do smooth transition! or does it? I'm genuinely asking not being smart or anything, i don't know why my other comment got down voted but the post says it too, I'm new to weight painting and i couldn't find any tutorials showing these tools.

-1

u/masoudrezaei28 18h ago

Wait it is built in? thank you, i didn't know that. Though to be fare i originally made this to avrage the weights on selection, which turns out it's also a built in feature. The problem was, at the time no matter how much i searched i couldn't find any reliable way to avrage, so i ended up with this addon and then kept adding other features to it like smooth transition and display weight values. If you do know of other handy built in features i would appreciate it if you could share. After all thats why i posted this anyways.

8

u/Both-Variation2122 1d ago

Do shoes in games have 3d lace loops now? :O In what genre do you get camera close enough to notice them, not to even talking about deformations?

-1

u/masoudrezaei28 18h ago

Fixing the deformation on something so small is an overkill, I agree, this was just a showcase. but triple A games like alan wake 2 or the last of us part 2 do have laces, laces loops and buttons.

9

u/weth1l 1d ago

Very cool! I think it's good practice and would look great as a talking point during an interview or on a portfolio, but like you said, if it's something the player would never in a million years notice, you can spend more time polishing the things they will.

1

u/Zehryo 16h ago

Skinning is one of the most tedious processes of the whole pipeline. Period.