English subtitles (I used Google translate. Translation is literal): 0:02 - Polygon model. Joint dividing line 0:07 - Number of dividing lines at joints. 2 or more required 0:12 - The vertices at the joints are drawn inward 0:15 - Example of dividing line 0:17 - No edge at joint position 0:18 - Add to 2 edges 0:26 - There is an edge at the joint position 0:28 - Add to 3 edges 0:36 - 2 edges 0:38 - Change position and angle 0:58 - Smooth mesh preview 1:05 - Add edge type again 1:12 - Smooth mesh preview 1:19 - This time's dividing line. Smooth preview below 1:32 - About the inside of the joint: 1:33 - Especially if you don't include edges at the joint positions, 1:36 - the upper and lower edge positions from the joint maintain equal distance. 1:45 - Smooth mesh preview 1:54 - Smooth mesh preview 2:03 - Smooth mesh preview 2:08 - Hand split 2:25 - Bonus 2:27 - Posture of holding one's feet 2:31 - Large bending angles are distributed over multiple joints. 2:36 - If you bend your thighs forward more than 90°, your buttocks will become thinner, so bend your thighs at about 90°. As a limit, if you bend your lower back and spine from that point forward, you will be less likely to break down. 2:42 - Masahiro Ushiyama
I'm a character modeler and topology for animation is the biggest issue I have. I thank this video and Ushiyama-san. Wish there was an English cc option.
Who says a 3 minute video cant teach you what you need to know for life 👀👀, This is a really helpful video it literarily changed my modelling topology knowledge, thanks a lot for making this video 😁😁
THIS... this is the type of information my professors weren't teaching my class. We were taught the basics of Maya, and what retopologizing was, but not how to properly do it. They'd just say "you'll figure it out the more you practice," and then hand us a grade. Thank you, Internet
0:48 I think this one is the best method ever. In my own studies, I figured out by myself that this was very good, and now seeing it being mentioned in a video makes me feel like a genius lol
1:22 - Seems a hybrid between 4 and 6 would be best. (counting from the left) - Actually, you kind of do this at 1:34, segmented joint with the topology weighted towards the lower half 2:17 - Very interesting hand topology. Thank you!
Thank you Masahiro for your video, I was trying to do animation and I've have always saw this kinding of problem rigging the surface with bones, but seeing your video I was thinking there is a optimal way to solve this kind of problem, the mesh format it's really import for modeling it, you opened my mind, great video !!! congratulations
Wow excellent composite of approaches here... Nice results. Bone placement is critical... really excellent work with such simple topologies. Deserves frame by frame analysis. Cool music.
Also worth mentioning quaternion rotation is pretty different from standard rotational deform (blender's preserve volume modifier)... is worth looking at... vertices orbit within perfect spheres at a weight of 1... weight between 0-1 interpolate this sphere with spheres that correspond to any other assigned deform bones or the geometric rest position if weights < 1. Thats just insights for anyone. This artist has done great