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Claymation
01-22-2004, 09:12 PM
I did a search but didn't find any tutorials or real information on this.

I am still working on this character. I so far think the shoulder looks okay and the upper body will be fine.

http://www.byjason.com/gallery/stretch.mov
QTVR

http://www.byjason.com/gallery/poses.mov
(just drag to view as it is not timed to be animated)

I need to be able to make her dance so I was wondering if there is any tips or tutorials to getting "the hips to swish" right now if I try to make her wiggle her bum the whole top of the body is moved and I have to move it back.

Jay

JasonOsipa
01-22-2004, 09:17 PM
For situations like that, I orient constrain part of the spine. You can do what you like below, but it stays oriented independently. It leaves you in a very good position for animation of that type.

Claymation
01-22-2004, 09:26 PM
I should say that I am using Lightwave if it make a differrence.

Orient constraint. The only thing that comes to mind is to have the spine_01 target a null

or

make a Root bone then have Hips as one child and spine_01 as the other. that way they don't affect each other.

Is this what you mean?

Thanks for the help,

Jay

JasonOsipa
01-22-2004, 09:32 PM
whatever it would be called to still have the parenting the same, but circumvent the rotation of the top or middle spine bone, so, say you move the pelvis positionally left, the whole character behaves like normal, but as you ROTATE the hips/pelvis, the affected spine bone maintains it's rotation/orientation.

Hope that makes more sense -J.

Claymation
01-23-2004, 12:43 AM
Well here is my first attempt in LW to fix her hip issues

I added expressions (scripting) so that her spine should cancel out any hip movement. Basicly is adds the negative value of any of the hip rotate channels to the appropriate spine rotate channels.

Kind of works but it does not work perfectly

http://www.byjason.com/gallery/vavoom.mov

2MB QTVR

As I think about it more it sounds like I should use some IK on the spine and have it flow from hip to chest. Since I can't find a way expression wise to stop the chest from moving I may have to add a null to constrain the chest to. That might also have the added benefit of allowing the abdomen to flow better with the twist.

Jay

Claymation
01-23-2004, 08:56 PM
I seperated the top and bottom bones so they have a common root and don't affect each other.

I don't have enough knowledge of lightwave to setup the contraints you suggested.

Thanks for the help.

This is a rough walk to test the setup. Seems to work.

http://www.byjason.com/gallery/walkx2.mov

Any comments or observations welcome

Jay

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