<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[How to Mitigate Rigged Animations Geometry Breaking]]></title><description><![CDATA[<p dir="auto">Frame 120 in the attached .c4d demonstrates the most egregious example of the animation breaking geometry. How do I stop this from happening?</p>
<p dir="auto">https://we.tl/t-1iRlr3v55l</p>
<p dir="auto">Thanks!</p>
]]></description><link>https://cineversity.forums.maxon.net/topic/1185/how-to-mitigate-rigged-animations-geometry-breaking</link><generator>RSS for Node</generator><lastBuildDate>Tue, 13 Oct 2026 12:59:50 GMT</lastBuildDate><atom:link href="https://cineversity.forums.maxon.net/topic/1185.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 05 Jun 2024 02:55:43 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to How to Mitigate Rigged Animations Geometry Breaking on Wed, 05 Jun 2024 16:34:36 GMT]]></title><description><![CDATA[<p dir="auto">This sounds great, Gabe Gonzales, I love to hear that it works for you.</p>
<p dir="auto">My best wishes for your project</p>
]]></description><link>https://cineversity.forums.maxon.net/post/4329</link><guid isPermaLink="true">https://cineversity.forums.maxon.net/post/4329</guid><dc:creator><![CDATA[Dr. Sassi]]></dc:creator><pubDate>Wed, 05 Jun 2024 16:34:36 GMT</pubDate></item><item><title><![CDATA[Reply to How to Mitigate Rigged Animations Geometry Breaking on Wed, 05 Jun 2024 08:39:17 GMT]]></title><description><![CDATA[<p dir="auto">Thanks Dr. Sassi, all very helpful. I was able to use the Sancho hand bones structure to better rig my hand. I also lowered the resolution of the hand geometry and it moves very similar to skin.</p>
]]></description><link>https://cineversity.forums.maxon.net/post/4326</link><guid isPermaLink="true">https://cineversity.forums.maxon.net/post/4326</guid><dc:creator><![CDATA[Gabe Gonzales]]></dc:creator><pubDate>Wed, 05 Jun 2024 08:39:17 GMT</pubDate></item><item><title><![CDATA[Reply to How to Mitigate Rigged Animations Geometry Breaking on Wed, 05 Jun 2024 03:54:35 GMT]]></title><description><![CDATA[<p dir="auto">Hi Gabe Gonzales,</p>
<p dir="auto">Thank you very much for the file!</p>
<p dir="auto">The problem is based on two things: The mesh is too dense, and the weighting is not smooth.</p>
<p dir="auto"><img src="/assets/uploads/files/1717559624672-screenshot-2024-06-04-at-8.31.31-pm-resized.jpg" alt="Screenshot 2024-06-04 at 8.31.31 PM.jpg" class=" img-responsive img-markdown" /></p>
<p dir="auto">Typically, hands have a much lower resolution for the animation, and Subsurface Division is applied later if needed.</p>
<p dir="auto">The joints split around the wrist, not via one joint to the fingers, and then split into four. The palm would not shape naturally otherwise.</p>
<p dir="auto">Explore perhaps the hand how it works in lower resolution (Remesher to 2% and then Object Manager&gt; Object&gt; Current State to Object to get a lower res)</p>
<p dir="auto">Explore the Asset Browser model Sancho.c4d</p>
<p dir="auto"><img src="/assets/uploads/files/1717559674031-screenshot-2024-06-04-at-8.48.29-pm-resized.jpg" alt="Screenshot 2024-06-04 at 8.48.29 PM.jpg" class=" img-responsive img-markdown" /></p>
<p dir="auto">All the best</p>
]]></description><link>https://cineversity.forums.maxon.net/post/4315</link><guid isPermaLink="true">https://cineversity.forums.maxon.net/post/4315</guid><dc:creator><![CDATA[Dr. Sassi]]></dc:creator><pubDate>Wed, 05 Jun 2024 03:54:35 GMT</pubDate></item></channel></rss>