Defomers, deform stuff!
Essentially this means that the
components (remember those vertexes, edges
faces?) of a 3d object get moved(deformed) in a certain way (twisted, bent, warped etc).
There are a lot of different types of
deformers and they generally work
shape of the
geometry, so they “deform” the 3D Object’s
faces etc) directly, rather than it’s
Here’s a shortlist (but not limited to);
Deformation is an interesting area. If you can master 3D deformation then you’re already in a great spot to deliver quality rigs. Sure you need to provide an intuitive interface TO the deformation for the Animatiors, but shit deformation is …. well very fn hard to hide from.
deformer has it’s own math to deal with, it’s own
inputs / outputs,
some might be VERY CPU intensive (thus most are being pushed to GPU as a result).
Deformation at the time of writing this imo is king.
mesh badly there is no amount of good timing / weighting
/ posing an Animator can do to get a scene looking good! That arm just doesn’t
look like an arm anymore cause the
deformation is … well… shit! :P
It’s a pretty unforgiving area.
Great body rig, shit face rig btzz….
Great face rig, terrible body rig, btzzz….
deformation below looks great huh… btzzz…..
It’s really important you get to understand as many
deformers as possible and
how to work with these to get all kinds of great results.
“Do I put a slew of
lattice deformers through my eyelids? or just use
There are many fun hack’s / work around’s / approaches out on the internet.
Some are FANTASTIC examples of how to bring your rig down to a slow crawl while trying to solve what is otherwise a straight forward math problem.
Others are strokes of genius hacking together methods to produce a result that would other wise be impossible, and still run at a great speed on the CPU/GPU helping deliver a feature rich rig.
My Advice be discerning! when layering your
If you have a feature rich rig with hundreds of bells and whistles that moves so slowly its impossible to pose… yeah no.
To that end we’re going to cover some fundamental
to get a basic rig up and running.
Side note: Also just for fun, you can use
direct connections or
constraints to control
various aspects of
deformers, such as