PuppetMesh

Last Updated 02.01.2019

We can make more use of our loft curves and MRS setup to create mesh for various purposes.

First things first.

What do we mean by ‘PuppetMesh’?

If you’ve learned the basics of MRS you know what we have proxy mesh as a part of our setups for doing controls, direction selection and more. This just uses those loft setups to do more.

Creation

Best to learn by doing so let’s get started. To begin you’ll need a MRS rigged asset. I’m going to be using mine from the Getting Started – Working from A Base material.

Alighty. Let’s walk through the types.

Unified Mesh

Let’s build our first and see what we have.

  1. Open mrsBuilder
  2. Select a block
  3. Post > Puppet Mesh > Unified

In your outliner you’ll see a new option. Mine is called ‘mDrake_masterBlock_unified_geo’

So what happened?

  • Given our rigBlock selection
  • It finds the rigBlock root from that block
  • Then for each rigBlock under that root
    • generates proxy mesh simlar to our proxy verify
  • Combine all of those geo chunks into one mesh
  • Parents that to the world

Why is this useful?

  • Simple mesh to throw to a modeler for reference
  • Try some designs and collect some mesh options from them
  • Skin it to your bind skeleton by hand or wait a minute till we get to that

Parts Mesh

  1. Open mrsBuilder
  2. Select a block
  3. Post > Puppet Mesh > Parts Mesh

In time I’d like to process the skinning against the proxy split which would give a much better.

So what happened?

  • Same as before
  • At the end of that rather than combining the mesh they’re left separate.
  • The parts are parented to the world

Why is this useful?

  • Not sure yet. We had the chunks to do it working through things. Just wanted to expose it to the users.

Parts Mesh – Skinned

We can get a skinned version of the last by just pushing a button

  1. Open mrsBuilder
  2. Select a block
  3. Post > Puppet Mesh > Parts Mesh [Skinned]

Same as our parts mesh but skinned.

In time I’d like to process the skinning against the proxy split which would give a much better.

So what happened?

  • Same as before
  • At the end of that, the mesh is skinned to our bind joints
  • This is parented to the geo group of our master group

Why is this useful?

  • Have a mesh to throw at a game engine
  • Use this mesh as a skin cage for a problematic mesh from a client.

Proxy Mesh [Parented]

  1. Open mrsBuilder
  2. Select a block
  3. Post > Puppet Mesh > Proxy Mesh [Parented]

So, this one takes a bit as it runs the whole proxy process. What it loses in build time it makes up for in speed  as it’s faster than skinning

So what happened?

  • Proxy processing happens
  • Rather than putting it in our rig skeleton, the new setup is parented to the bind joints

Why is this useful?

  • Until we get the skinning methods a bit better, this is the best representation of deformation
  • Have a skeleton parented mesh to throw at a game engine

Unified Mesh – Skinned

We can get a skinned version of the last by just pushing a button

  1. Open mrsBuilder
  2. Select a block
  3. Post > Puppet Mesh > Unified

I’m gonna hide my proxy mesh so I can see stuff.

So what happened?

  • Processes as skinned parts
  • At the end the parts are combined via polyUniteSkinned
  • This is parented to the geo group of our master group

Why is this useful?

  • Use this mesh as a skin cage for your real mesh
  • Have a mesh to throw at a game engine

Bokser got the puppetmesh up and running in Unity with an animation in a few minutes.

Josh Burton

[MRS Project Lead | CG Monks] Josh is an animator turned TD who hails from Oklahoma, pre-undergrad in the Marine Corps, animation basics at Savannah College of Art and Design, cut his teeth in gaming and commercials before co-founding CG Monks and more recently the CG Monastery. The Morpheus Rigging System is a culmination of years of R&D and he is now thrilled to see what users can create, collaborate and expand on with this open source MRS platform.