# Animating a person

**URL:** https://forum.highend3d.com/t/animating-a-person/61675
**Category:** Xsi
**Tags:** animation
**Created:** [January 10, 2002, 4:28pm UTC](https://forum.highend3d.com/t/animating-a-person/61675 "2002-01-10T16:28:35Z")
**Posts on this page:** 5
**Page:** 1

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### Author: ![doh-](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/d/2acd7d/32.png) [@doh-](https://forum.highend3d.com/u/doh-)
#### Post date: [January 10, 2002, 4:28pm UTC](https://forum.highend3d.com/t/animating-a-person/61675/1 "2002-01-10T16:28:35Z")

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Hi

I have modelled a character and then subdivided it to increase the polygons. Can I animate the low polygon model and then subdivide it for the rendering or do I have the low polygon model with the high res model over the top of it hidden and then delete the low poly model. If your confused so am I.

What I'm trying to say is how do I animate a low polygon model to save time and then swop to high res when rendering.

Sorry I got there in the end.

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### Author: ![character0](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/c/ba8739/32.png) [@character0](https://forum.highend3d.com/u/character0)
#### Post date: [January 10, 2002, 5:51pm UTC](https://forum.highend3d.com/t/animating-a-person/61675/2 "2002-01-10T17:51:30Z")

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you could use the low-poly model to animate, and then just increase the Geometry Approximation right before you render. It'll basically subdivide your model.

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### Author: ![geoath](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/g/51bf81/32.png) [@geoath](https://forum.highend3d.com/u/geoath)
#### Post date: [January 11, 2002, 12:17am UTC](https://forum.highend3d.com/t/animating-a-person/61675/3 "2002-01-11T00:17:26Z")

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hi!  
Basically it depends on which of the 2 subd algorithms satisfy u more..  
As character0 wrote before u can use Geometry Approximation on your final stage(render)which uses the Catmull-Clark only algorithm..(this one gives more "round" results on subd),or simple subdivide your character and animate the low res one with the high res hidden(DON'T DELETE the low res when u r ready to render..just hide it).  
With the second way u can choose which algorithm u want. Basically doo-sabin subdivides your object keeping the shape more "close" to the low res one..  
U can also combine the 2 methods:  
low res for enveloping and animating..then  
subdivide for more detailed texture control..and final  
geometry approximation for render.  
Best regards  
George

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### Author: ![wolfinger](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/w/d78d45/32.png) [@wolfinger](https://forum.highend3d.com/u/wolfinger)
#### Post date: [January 11, 2002, 10:58am UTC](https://forum.highend3d.com/t/animating-a-person/61675/4 "2002-01-11T10:58:57Z")

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just to add... there's no reason to toggle the two objects between visible and invisible. Just set the lowpoly to visible in viewports but invisible in renderings, and vice versa for the subdivided model.

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### Author: ![doh-](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/d/2acd7d/32.png) [@doh-](https://forum.highend3d.com/u/doh-)
#### Post date: [January 11, 2002, 1:53pm UTC](https://forum.highend3d.com/t/animating-a-person/61675/5 "2002-01-11T13:53:21Z")

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> [@](#):
>
> In reply to:   
> just to add... there's no reason to toggle the two objects between visible and invisible. Just set the lowpoly to visible in viewports but invisible in renderings, and vice versa for the subdivided model.

Thanks for all your good advice its helped alot  
cheers!
