Good Mesh Flow For Rigging

here i just want to start a topic where people can discuss "how to model characters so that it really help in rigging"
specially for the problematic arears such as the shoulders and hips etc.
explanation of mesh flow and edge loop distribution and other important points that really can help in good deformations.
example images would really be great help..

waiting to see the response.....

make loops that follow the outines of muscle groups.

thanks for the reply jooja
but can u be a little bit more descriptive

how exactly to follow the muscle groups
and yes guys
i was thinking how different modelling style should be when u are modelling for cartoon characters with lot of squash and strech versus a realistic character.

The reason is that you want the polygons aranged so that they are along and as perpendicular as possible along the direction of the tension in which your modell is going to deform.

Along the line sof your surface tension.

by perpendicular do you mean that two edge should be perpendicular to each other.
and how exactly will one know which will be the area of surface tension.

its difficult and very generalised topic being rigger i always want my modeller to avoiud following.

avoid pole or vert with five edges at deformation area.

i prefer model to be in invisible motorcycle riding pose(phrase taken from some guy!) rather than T-pose

Hyper real model and Tiny rig 's model are few example nicely modelled shoulder area. they have loops following underneath musculature.

a link of blender forum where one guy is trying with same question

http://blenderartists.org/forum/showthread.php?t=70033

thanks keep sharing.!

thanks for the link sunny.i really apreciate that
but i was wondering was invisible bike riding pose would be like..

any good links for the hip region?

well i be truthful i have asked my models to have arms and shoulder region like hyper real class(autodesk one)
by jeff unay/. our characters are muscular kind off young and fit. so i haven't taken exaggeration to that far level..

plus on problematic areas like shoulders and hip. you have to be on hot and trial method... do try with loops..

good luck.. hope someone can even guide us both to some more interesting links ..

sunny i guess the bind pose u are talking works for realistic characters.
beause if u follow supertoon modelling series there they say that u should keep all parts of the model in a straight line this helps in squash and strech.

the quality of deformation in "horton hears a who" is just amazing have u guys checked that out..
and ya sunny i am also waiting for someone to guide us both to some more interesting links

i agree with u pratty.regardless of realistic r cartoon character, modelling in straight lines helps in keeping joint orientation consistant, zero rotation pole vector setup, even when transferring animations between character.
this is well explained in animator friendly rigg. posed models ll b a time consuming for achieving those explained earlier...

QUOTE(prattyy @ 04/03/08, 04:44 AM) [snapback]283651[/snapback]
beause if u follow supertoon modelling series there they say that u should keep all parts of the model in a straight line this helps in squash and strech.

Thets what i said:
QUOTE
Along the lines of your surface tension.

Its not a requirement for it looking good ist so the user can understand how the interpolation propagates and that the user sees the surface form better. So theres nothing thats states that this is best configuration for the computer, it isn't (theres plenty of equally good solution in the mathematical realm) its just the easiest understandable configuration for a HUMAN. Thus the human is able to better describe the problem to the computer.

Idea here is the better you understand and reason with the model the better it will work. So its quation of making your understanding of the surface greater.

Likewise theres nothing taht states it should be all quads, its only that ist easier to appreciate the flow of subdivision and overal success of the form. Thus it easier to modify to suit the need because you can see the errors and need.