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Author Topic: teeth mouth and tounge  (Read 6095 times)

rellik420

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teeth mouth and tounge
« on: March 10, 2009, 11:37:55 pm »

What is the best way to go about it?
I'm making teeth right now and i'm modeling each individual tooth. Once that is done I will create the gums. Then ill join them and make one solid model.

Is it best to keep your mouth parts as seperate objects? That way when you need to morph or get to them you can hide your model of the head.

I could probly ramble on some more but if any1 has any insight please let me know
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hihosilver

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Re: teeth mouth and tounge
« Reply #1 on: March 11, 2009, 01:33:43 am »

I would advise that you do not join the meshes after you create the gums and teeth.  Really there is no need as geometry-wise they do not need to be joined.  Grouping them would work, one of the points of grouping is for organizational purposes.  Keeping them as separate objects is always a good idea unless you need to make them one object for a specific reason, as it is easier to change your work without having to detach the objects again (I've had to do it before, it's a pain in the ass.)

I just realized you probably mean as actual separate objects instead of separate meshes.  In that case, I may almost recommend the same thing.  It would be easier skinning the model if you kept the teeth as a separate object.  On the other hand they could also work as a good reference for creating morph targets with the mouth (you don't need any morph targets for the teeth/gums).  So you could simply use them as a reference then delete them in the end and have the two halves of the mouth as separate objects.  Or, if you plan to morph all of the facial movements, it would be best to keep it all as one object.

Really in the long run I would say it all depends on the situation and what you plan to do with the model.
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rellik420

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Re: teeth mouth and tounge
« Reply #2 on: March 11, 2009, 01:53:37 am »

yea i always have a copy of the original model, and i play around with the copy. i tried grouping as well as joining. the only part about grouping is you cant mirror it. But i did group to scale wich worked great. I guess ill just have to tinker around with it a bit more. thanks for ur help.
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mak

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Re: teeth mouth and tounge
« Reply #3 on: March 11, 2009, 02:51:19 am »

usualy i dont join them but still place them in the mouth as one object, if you skin with paints go to object editor select the teeth move them out of the way go back to figure edit and atach the bottom teeth to your jaw "bone"then go back to object and put them back, but first you have to go to seqence and watch them move it looks funny. i like to morph the teeth with the mouth. other wise they tend to poke out when the mouth moves.
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