View Full Version : FXGogo or anyone, on Bones and stuff...
I was browsing hte links you gave me, and came across this:
http://www.3dgate.com/techniques/000124/hash_bones.html
The idea of Control Bones he speaks of here looks very promising
Any idea if it's possible to replicate this technique in C4D?
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fxgogo
06-24-2002, 08:12 PM
Yes totally. Well actually I have not tried it in C4D yet, but it should be possible. Bones should be able to work with other bones quite easily. And actually, you should be able to create a seperate skeleton that does the animating, to the skeleton that is attached to mesh. Possilbe you might need some scripting to do this. Let me test it quickly and I will get back to you.
the tutorial mentions "null objects in other programs"
You know what? I'm wondering if a null with mutiple bones targetted to it might accompish things.
For instance, the shoulder has several bones leading to it.
If you had a null or a polygon or whatever attatched to a bone with nothing else attatched and you targetted your real bones to the null (clavicle, shoulder blade, etc) you should be able to accomplish realistic shoulder rotations with just the tools in Cinema.
fxgogo
06-24-2002, 09:14 PM
exactly, good use.
I was just messing around in C4D and it seems you can link and relate bones quite easily. Although I don't know coffee yet, and some of the things I wanted to do, I think will need to be done in coffee. That is where Golem comes in I presume. Simple things like making a bone copy the rotation or position of another bone should be quite simple. Having control bones is a clever concept, which is often not talked about much.
Yes, use nulls a lot, they make life a bit easier. And you can set up multiple nulls that do different things to the same bones. Like different ways of moving the feet.
anobrin
06-24-2002, 09:52 PM
that technique would be alot easier if cinema had pose sliders
when it came time to do the key framing :airguitar
Does a pose slider affect more than one part?
Because this is pretty much the same thing, except your using hte handlebars.
Anyway, I'm looking for what will be my default Character settup, but I need it to be nearly perfect the first time out, which is why I"m taking it very slowly...
anobrin
06-24-2002, 11:01 PM
well if you use control bones its nice to have a graphical representation
that allows you easily combine IK and FK motion and see the
variying constraints being applied to the control bones in the form
of a slider showing changing values in real time.
Sliders are also better in my opinion for facial animation
HELL!!even POSER 4 has a dial based animation system with a graph editor
for you to see all the values change as you move the bones in an IK chain
and it has auto constraints called" limits" that keep the shoulder for example
from moving in an unnatural position no matter how you drag the hand around
and the "limits' can be defined by the user based on the character he loads.
Character animation is a big part of CG and
MAXON had better deliver usable tools this time around :annoyed:
( control bones/skeletons are Nothing new BTW as Phil Mcnally used them
to drive his main rig in pump action years ago)
http://66.70.166.29/promo/flux2.mpg
I'm aware of the constraint system in Poser 4. (Chapter 3 in the manual happens to be my writing... :D)
But in Poser the constraints don't work with IK on. Are you saying that IK and Constraints work simultaneously in something like XSI?
fxgogo
06-25-2002, 08:27 AM
They should do, that is the objective of creating complex rigs. As for sliders, I seem to remember a plug-in (dont know if it is free) that created sliders. You could possibly then link what you wanted to those sliders.
there's posemorph. All it does is add a single slider to a single morph target.
I think there was a morph mixer somewhere...
But I don't recall ever seeing one that did anything for Bones outside of Gollum.
fxgogo
06-25-2002, 01:29 PM
Just di a look and found this by the makers of Supernurbs. it is called Cinefader. This should do the job.
http://plugin.medienbunker.com/cinefader/
:bounce: :eek: :applause:
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