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 Subject: question on rigging animating models with both quad and triangles

lionhead07 opened this issue on May 09, 2013 · 3 posts

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  lionhead07    ( ) ( posted at 11:58PM Thu, 09 May 2013 

i have a quick question im learning topo Gun to prepare my models for rigging and animation in maya my question is is ok to have a few triangles on my model for animating with maya??

  Modulok    ( ) ( posted at 8:19AM Fri, 10 May 2013  · @4065810

Sure. People often put too much stock into the all quads camp. They're nice if
you can get them, but as long as your topology can reasonably describe the
shape of your model in all of its deformed states - you'll be fine.

Most game engines and render engines and displacements alike all triangulate
meshes; Triangles are not the problem. Poles containing many edges (like more
than 5) are more of a concern as they usually don't represent highly deformed
geometry very well. You can end up with what looks like pinching or denting in
areas of high curvature when the mesh is subdivided (smoothed). If it's an area
of low curvature then it doesn't matter as much. A triangle on a characters
forearm isn't a big deal, but one on their face might look funny when they
smile. It's all about curvature. For example a planar surface can have any
topology and you'd never know it, bend it into a cylinder and all the sudden it
looks dented.

As far as Maya's skinning goes, it knows only of vertices.

If you end up with a few triangles here and there, don't worry.

  lionhead07    ( ) ( posted at 3:29PM Fri, 10 May 2013  · @4065918

Man!!! thank you soo much this has been bugging for quiet some time and nobody seemed to give me the right answer, yours is clear enough thank you

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