Content Dev:CC Body Topology Guide
Main article: CC Avatar.
CC3.3+ Topology Checker (Body)
You can use the following files to make sure the edge-loops for the body mesh are properly placed.
Make sure to properly layout the edge-loops for the entire body and the mesh is evenly distributed without distortions and strange bumps.
Pay attention to the following critical areas and make sure positioning is ideal:
Major features of the body can be broken down into areas that should retain volume, bend, and fold.
The body mesh consists of several major regions that need to be in proper place in order to achieve precise animation and texturing. The following texture files are provided as a way to diagnose the various features of the body topology. These textures should be applied to the diffuse/base color channel for the corresponding material of the body.
|Preview||Material for Application||Download Link|
|Body Material (Std_Skin_Body)||File:Body_S.jpg|
|Arms Material (Std_Skin_Arm)||File:Arm_S.jpg|
|Legs Material (Std_Skin_Leg)||File:Leg_S.jpg|
Keep the following regions in mind especially when performing texture projection. The following regions should retain its volume during animation and activation of morph shapes.
Keep the following regions in mind especially when performing texture projection. The following bending areas should also retain its volume during animation and activation of morph shapes.
The following folds demarcate the border where two major parts of the body come together during animation and activation of morph shapes. These folds should not shift or be superseded by another fold in another area when the corresponding regions are activated.
Body Animation Check
- Make sure the mesh is evenly distributed, without distortions, weird protrusions, or cavities.
- Edge-loops should be placed in the right areas.
- Test for certain motions and poses.
- Pay attention to how the fingers bend; avoid the "water-hose" effect.
A: Make sure the shoulders are not too sloped.
B: The bends of the elbows should not be too round.
C: Make sure the mesh distribution is even.
D: The bends of the knees should not be too round.
A: The edge-loop for the wrist must be properly placed.
B: The mesh must be vertically evenly distributed.
C: Avoid the "water-hose" effect on the joints of the fingers.
D: Make sure the edge-loops for the finger joints are properly placed.
You can download the test motions here (rlMotion).
You can download the test gestures here (rlHand).