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You're right, though I think the implementations differ in that Wolfire uses skeletons made of bones (line segments) and Pixar uses a polygonal cage mesh as the
by sparky 17y ago
You're right, though I think the implementations differ in that Wolfire uses skeletons made of bones (line segments) and Pixar uses a polygonal cage mesh as the skeleton. It is quite possible that if you view the cage mesh as the 3D extrusion of a Wolfire-style skeleton, the results are exactly equivalent, but I'd have to think about it more.
OT: what are the pros/cons of the two character modeling approaches (cage vs. skeleton)?
- JabavuAdams 17y agoPerhaps its easier for animators to see the influence of a cage on a vertex, rather than a bone? I was wondering about this. The cage is a nice wire-frame around the object of interest, and you can easily see how close the skin is to the cage, for some kind of intuition about influence. With bones and vertex to bone weighting, you'd need some other visualization (like false-colour on the vertices) to show how much each vert is influenced. Also, the cage seems to remove the conceptual problem of a vertex being driven by multiple bones. Hmmm. This is timely. Thanks!