RoboHopps rig (Patreon)
Published:
2024-05-20 23:05:59
Imported:
2026-10
Content
I also consider it my small achievement to create a rig for this. You see, the more polygons there are, the more difficult it is to bind bones for animation, as well as the higher the load on the computer. And in my case, there are more than 3.5 million polygons. There is no point in doing retopology and optimizing everything here. So, instead of creating weights (as in the standard process of binding the mesh to the bones) I linked the model itself directly to the bone as a "parent/child". This greatly improved performance, but every detail had to be tied manually.