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.
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
I think a take that most people don't want to admit is that online game design and modelling classes all around the world are abysmal. Most people aren't taught important lessons and are given disconnected fundamentals that we're supposed to "figure out as we go" I don't really blame the teachers of these topics because they are usually given very little time to explain a lot but it certainly doesn't help students for what it's cost is
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 😁😁
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
1変形に対して優れたリトポロジと優れたペイントウェイトを実行することほど、私にとってエキサイティングなことはありません。 2 There is nothing more exciting for me than doing a good retopology and a good paint weight for the deformations.
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
This is amazing, but I have to wonder why there's no collision detection at the surface interactions. Maintaining an approximate constant volume would allow the muscles to expand as the calf/thigh press into each other. Even if it still clipped, the deformation and rendering would add a lot of realism.
The whole point of the video is actually not about 3D Modelling It's about memory reduction and how much Low Poly you can push to a model to make it seamless as if it's High Polygons count Just for example, NieR Automata 2B's arm is about 2000 Polygons. 2 Arms makes it 4000 Polygons. Their level of Optimization must be done in some other way
Fuaaaa que hermoso, la música y la edición están muy bien sincronizados y da la sensación de movimiento, lo que une perfectamente al mensaje del video, MOVIMIENTO 👌🗿🍷
i don't understand why i am being recommended a Japanese topology tutorial but I'll take what i can get
😆 so true
Knowledge has come to you my child.
Embrace it
if you use your phone camera and google translate you can see what the text says in english :-)
Lmao I was thinking the exact same thing haha
Cause it’s better than these bobble head British guys 😅
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
You sir are a God send
Here you dropped this 👑
👑
You are going to heaven, you da real mvp ❤
Amazing
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.
Learn Japanese and submit the CC option then.
@@TravisHi_YT lol right, very realistic
I make screenshots and let GPT4 translate :).
@@Vendeleska999 read Crinken’s comment up there. He made a pretty good job translating it!
I don't do 3d animating or something and don't even understand japanese but this video is pleasant to watch
opino lo mismo xd
Even without understanding what's written there, It's an extremely helpful video
upd: funny how this comment got 851 likes ;p
Agreed, I learn by seeing more then reading and this helps a lot to understand the complexities of bending and topology.
True, you notice what type of topology bends better, even without understanding.
@@rodrigotm1461 better for specific cases, its not like you can rank these topologies without a specific use case in mind
Yeah, I know. I add it to my list. Most tutorials have to much talk and it's hard to understand that they want to tell us.
frfr im making a castle
CG学び始めの時、牛山さんに憧れて毎日作業してました!動画嬉しいです!
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
I think a take that most people don't want to admit is that online game design and modelling classes all around the world are abysmal. Most people aren't taught important lessons and are given disconnected fundamentals that we're supposed to "figure out as we go" I don't really blame the teachers of these topics because they are usually given very little time to explain a lot but it certainly doesn't help students for what it's cost is
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 😁😁
These little details in the topology make huge difference! It doesn't add that much more work either. Just smart point placement. Really great video!
This is the first time in 17 years that i learned something new about animating topology.
Thanks dude!
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
独学勢です
基礎や王道パターンなどを調べることにも一苦労なので、知りたい情報を端的にわかりやすくまとめてくださってありがたいです…!永久保存版ですね!
The topology is crucial in proper deformation.
I wish there were English translations for the text and loved the video ❤
I had a go at translating it to English, check the comments for my translation timestamps
とても分かりやすい動画です!
服作りしてて関節部分の調整が難しいと思って悩んでいたのですが、これを見て治したら解決しました!
有益な情報ありがとうございました!
I don't understand Japanese, but on the other hand, I grasped the explanation of bending topology with the help of explanatory images. Thanks a lot!
Thank you so much, this video helped me great deal in solving the animation deformation.
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!
Same as the rest, didn't understand a word but somehow perfectly got the message. Insane how I didn't understand this before!
the flow with the music is amazing
日本語は話せませんが、これは本当に便利です。ありがとう!
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
1変形に対して優れたリトポロジと優れたペイントウェイトを実行することほど、私にとってエキサイティングなことはありません。
2 There is nothing more exciting for me than doing a good retopology and a good paint weight for the deformations.
Despite being in Japanese, this is so visual I can almost understand all of the points made.
the mastery of japanese jointery is not limited to wood i see
i don't know why the youtube algorithm recommended me this but good video 👍
These are great tips for making topology for better deformation, Thanks 😊
A great topological fix for elbows and similar joints! Something I'm sure to start implementing!
I understand none of this but thank you
Omedetou, Masahiro! Domo arigatou gosaimasu!
My japanese is pretty limited, but these are great advice for us modelers/riggers/animators!
no idea what's going on but the music is a banger
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
The kind of video I whished I had watched way before.
Ya lo dijo alguien en inglés: aunque solo haya descripciones en... ¿japonés? Es un video extremadamente didáctico 😯👍👍👍
I don't speak japanese but holy moly i did learn a lot from this.
Thank you, elbow scientist, this is super helpful
This was super insightful thank you for sharing!
your videos always helping us! thank you so much!
this would help me so much with english translation!!! Thank you so much for the demo, really helps!!
I tried translating into English with Google translate. Have a look at my comment for the timestamps
i don't know the language but it helped so much...
this is all i was searching for and it came in japanese
i think that's the best day ever
This is such an awesome visualization for this, it’s such a common issue when bending something with bad topology
Have no idea what the f is written there but still this video helps a lot. Thanks
This is amazing, but I have to wonder why there's no collision detection at the surface interactions. Maintaining an approximate constant volume would allow the muscles to expand as the calf/thigh press into each other.
Even if it still clipped, the deformation and rendering would add a lot of realism.
I will probably never get this intense about topology but I think it’s extremely cool
i have no idea what you were saying because i dont speak Japanese, yet, i understood quite a bit of what you've shown lol
Please leave it in English, allow everyone to enjoy your great videos
The whole point of the video is actually not about 3D Modelling
It's about memory reduction and how much Low Poly you can push to a model to make it seamless as if it's High Polygons count
Just for example, NieR Automata 2B's arm is about 2000 Polygons. 2 Arms makes it 4000 Polygons.
Their level of Optimization must be done in some other way
Thank you so much, this tutorial was really helpful!
0:39 これが好きです
関節の内側はエッジ少なくてええんや!知らんかった
The UA-cam algorithm be takin big swings today but I’m here for it.
Taught me more about topologi than my school every did, thank you who is wise in the ways of animations
randomly got recommended this video, fixed my model topology, thank you very much
Fuaaaa que hermoso, la música y la edición están muy bien sincronizados y da la sensación de movimiento, lo que une perfectamente al mensaje del video, MOVIMIENTO 👌🗿🍷
Best topology video ever.
topology? i'm here for the music dude
This is incredible
even though i dont know what you are saying, this is very helpfull
I didn't understood anything but learned a lot.
Очень полезное видео, большое спасибо!
thank you!
In the re4r dlc i think they forgot to add topology to the model of ada with a open back dress and it just looks cursed
i watch this on full volume with a strobe light while drinking coffee and smoking weed. i really feel like it amps me up for life in general.
こんにちわ。Blender超初心者であります。びっくりこきました。こんなことを学ばねばならないんですね。ありがとうございました。もちろん登録させていただきました。ぺこり
thanks for sharing this technique.
昔MMD作りにハマってたけどもっとこれ早く知りたかったな
great vid, even if i can't understand the language, i can understand the lesson 🙏
It is so nice to learn from pro, it really open my mind
Красавчик!! Незная языка многое понял!!
What is this for? Just popped up and found myself subscribed already. What kind of animation
it is for 3d modelling and animation
I meam, im tired of learning topology, is not so creative oriented, but this is really helpful
Now if only there was a way to increase the rotation without intersecting geometry.
Idk why this was recommended to me, but I'm here for it. Good work.. I think?
This is the best interpretation of “topology is a 3D artist’s worst nightmare”
Yessss u save my life
Thank you SO much!!!
This is really good, thanks for the video!
I don't understand anything being said, but this is still an enjoyable video to watch
Very interesting, great geometry solution, thank you very much. ありがとうございました 🧡
Idk what im watching but this music slaps.
SO HELPFULL
. THANKS
Nice video it's an okayish compromise. Still would've hoped linear blend skinning had been replaced by some better invention during the last 20 years.
nice i like it
That was a great demonstration, thank you :)
Very interesting! Thanks for uploading!
Thank you so much
Well, we can adjust the awkward bends using weightmapping... but also need to have good basic topo and geom, agree.
Very insightful
Wow thank you, this was Golden
I use 90% of the time 0:22 right one but it can always be better.
I really wish I could read japanese but this is really helpful nonetheless
Saving this for later.
Thank you, I'll try
That's helpful. Thanks
how do you model hands like that?
it's so pretty
Keep up the good work, man
Thank you
I'd say that for a low-poly model, 0:24 is very convenient.
Thank you for your video!
This is the type of teacher/master you want to teach you. 🙏🏻