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JA-forreal
12-24-2003, 09:22 PM
This is the first time that I am setting up animation rigs for character animation. I only used rigs in the past to pose my 3d characters.

I added shoulder controllers to my rig for more shoulder control. What about adding hip controllers similar to the shoulder ones?

For shoulder controllers I created a shoulder bone and an extra bone as the null bone. Then I linked the upper arm bone to the shoulder bone. Then I added an ik bone in the same location as the null bone. Then I added an ik solver to the null bone with the null bones ik target as the controller.

This is my fist time setting up a rig for animation. I was wondering if any experienced animators have used hip controllers on a rig?

My goal is to aviod any possiblity of stiff or jerky movements as I set up and animate my action poses. At the same time I don't want to design a rig that is too hard to animate. Thanks.

nottoshabi
12-25-2003, 09:58 PM
Well hip controlers are different then shoulder controls. Cause the hips are inflenced by the spine so the way you set up your spine is how your hips would react.

JA-forreal
12-26-2003, 11:02 AM
So would I add the terminators or null and ik targets in relation to the spine/pelvis area for the hips? Or is the single basic pelvis Ik target controller enough for the hips?

JA-forreal
12-28-2003, 09:29 AM
I decided to go with the simpler hips linked to the pelvis with the pelvis as the ik controller. I also dropped my shoulder ik controllers and replaced them with location constraints. I also placed location constraints on the upper arms with the location targets the null points of the shoulders. It would make more sense if I could post the rig. The rig is easy to examine with Blender. All you have to do is run the file and select the rig and hit Ctrl+Tab to get into pose mode and start moving the ik goals.

Anyway, everything looks fine for now. I just think that the spine needs some work. It's a bit unpredictable. Thanks for your tips.

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