Rigging a big stinking mesh

i have a large GLTF mesh of a human leg, with muscles and one… having over 3,000,000 faces. i tried rigging in blender, but it crashes. i tried decimating it in blender. crashes
i was wondering if there is a way to have three first load the big mesh, and then let me put my bones to deform the meshes?

There aren’t any automatic rigging facilities in threejs that can handle more than Blender can.. if Blender can’t handle it, odds are threejs won’t either. Where do you get a gltf of that detail?! I’m very curious…

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3 Million Faces for a leg?, That’s overkill for animations. There’s one way you can do it. Basically you have remesh that mesh you wanna rig. You can try Blender built in remesh tool (Not the best) or Instant Meshes (Easiest Way, and smoothest remeshes) or you can convert it to vdb and then to a polygon and remesh with the remesh node in Houdini or finally you can try zremesher from ZBrush, After you have the new mesh, you can rig it in blender. If it’s just a leg then try 3k-6k faces on remesh.

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You can refer to this tutorial to learn how to transfer high-poly mesh details onto a low-poly mesh using a normal map. Make sure the low-poly mesh has a proper UV layout for this method to work. Adjust the normal map settings based on your specific needs, as DirectX and OpenGL use different normal map conventions..

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It is a leg anatomy with all muscles, bones, and nerves … Which I want to illustrate a pinched nerve in the hip area…

All high poly details will be baked in normal map. Can you share screenshot of high poly leg mesh?

here is a smaller grey scale version of the file


and some info

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High poly mesh has sufficient details for normal map baking, you can follow same YT tutorial.

First make a copy of the original file and then select all meshes in blender and then hit “tab” and hit “m” and merge them by distance, that’ll get rid of the excess vertices and then in my opinion I think you should join em all together and again do the merge by distance, after that generate the normal map like Mike_angelo said then you can start remeshing but keep the whole mesh vertices count below 150 or 100k, by the way is it a Dynamesh?

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thanks. what is dynamesh?

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It’s like a remeshing method used for sculpting, basically it turns the whole mesh polygons to more uniform and evenly spaced distributed. It’s good but I don’t think it’s good for rigging.
Personally I had trouble rigging dynamesh so I always use remesh. and also after remesh you can use Accurig for easy rigging. It’s a cool tool for rigging

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