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In the production pipeline, how to handle the problem that skinCluster deformations at large distances from origin?
The problem that skinCluster deformations at large distances from origin seems to be a common problem. It had been reported officially (https://knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/SkinClust...), attributed to losing numerical precision.
There are many discussions on this problem on the websites, such as:
http://discourse.techart.online/t/maya-deformer-evaluation-inaccuracy/5456
http://ollarin.blogspot.jp/2015/09/splitting-your-rig-into-local.html
It seems that those discussions and solutions, if I didn't miss any others, can be classified into two categories:
1)by using blendshape and
2)by connecting joint.worldInverseMatrix to multMatrix.matrixIn.
My questions are:
1.
Are these two methods robust enough to be used in the production pipeline? Do they have good performance?
For example, for the first method, a new skeleton will be cloned from the original one. Will this method ruin the performance of Maya in the production? For the second method, one multMatrix node is created for each joint. Will these multMatrix nodes ruin the performance of Maya in the production?
2.
If the above two methods are not good enough to be applied to the production, how do you handle this problem in your production pipeline?
Cheers
Yao
Solved! Go to Solution.
