View Full Version : Change Bone Axes ? Kinematics Tag Replacement Plug ?
RorrKonn 03-23-2004, 06:42 AM Just using C4D 8.5. Do not have MOCCO.
Change Bone Axes
Ya know how for primitive cube I click "Use object Axis Tool "
Change the rotation of the axes with out moving the object.
I tried this with bones but it moves the Bone all so not just the axes..
So is there any way to change the Bones axes with out moving the Bone ?
Kinematics Tag Grief's.
the HPB Min,Max. Is just aggravating as hell to use.
Ya half to know what degree ya bone is at.
"if I could start at 0 would help".
Then you half to figure out what to set Kinematics Tag Min Max at.
one little error and ya have Min Max set out side of where the bone actually is.
Is there a Plug that replaces "Kinematics Tag" that makes since.
If there is a plug a URL would be greatly appreciated.
Thanks
RorrKonn
http://www.Atomic-3D.com
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LucentDreams
03-23-2004, 03:03 PM
don't htink of the bone or other primitives in a physical sense like a polygn object. The ha re all parametrcie objects, they have math parameters the calculate on the fly and the very firt thing used in calcuatling is the axis. Thats why a primitive cube will change while a polygon one won't, the mathamatic parameters are caluculated to create the cube after it looks at the axis, this is why you can change fillets and subdivisions in the objects parameters o the fly unlike a polygon object cube.
In terms of bones, WHY WOULD YOU WANT TO? the whol purpose of a bone is in fact nothing to do with physical represetnation of the bone, but rather with its axsi and the bone is just extended from their, so the rule in cinema is to make skeleton on z. I can build a rig with nulls to do that same, (granted it won't be a deformer to deform another mesh)
In terms of the HBP restrictions, first of all don't use that imo. Second, how hard is it to figure out the original angle, you have a coordinate manager, it shows it all in there
RorrKonn
03-23-2004, 08:51 PM
You have human bones facing in deferent directions.you half to know what the bone angle is reading then you half to know what that is between min 0- 360 and max 0 - 360.just seems more complicated then need be.
How do you restrict the movement of bones ?
Thanks
RorrKonn
http://www.Atomic-3D.com
LucentDreams
03-23-2004, 08:56 PM
I don't restrict my bones, restricting a bone restricts the animator. I'm using colour restictions on some aares now like the spine and Rdii/ulnas which simply change colour after the lmit is reached, thus enabling me to go past the limit when desired, but always be aware when the limit is reached.
RorrKonn
03-23-2004, 09:40 PM
I will research Rdii/ulnas better.not real sure about them tools.not real sure about any tool yet it's a pain being new huh.
I have some WIPs Humans and Robots.
For backs,arms,legs would work ok not so hard to keep them looken right.
when it comes to fingers if I didn't restrict them then when I bent the elbow,wrist etc etc buy the time I got to the tip of the finger to get the correct angle of the finger would be tuff.
If I have the HBP restrictions set right to the angle of the bones they work OK.
Bones don't freeze or stick not even with " Use Inverse Kinematics Tool "
it's a trick to get them all right thou.just get one wrong and it's a nightmare.
Skelton freezes,sticks,moves wrong etc etc.
Thought maybe XPresso might be useable for restricting bones,but haven't learned XPresso yet.
haven't quite got the concept of C4D morphs yet.
can I have multiple morphs for hands on the same mesh.
something like the way Poser works ?
If not does MOCCO or Kaydra got something like that ?
oh, deferent subject.
I read the Q&A about posting bigger .jpgs or how to get a .jpg in the post.
I understood the answer to be when it's activated.
I am guessing once I have so many post then I can ? how many post is it ?
Thanks alot for your help
RorrKonn
http://www.Atomic-3D.com
LucentDreams
03-23-2004, 10:13 PM
I will research Rdii/ulnas better.not real sure about them tools.not real sure about any tool yet it's a pain being new huh.
New to the human body, uhm before you spend another second on rigging I seriously recommend you study the human body some basic anatomy at best. Bet you haven't found the Radii tool yet have you ;)
when it comes to fingers if I didn't restrict them then when I bent the elbow,wrist etc etc buy the time I got to the tip of the finger to get the correct angle of the finger would be tuff.
Don't use IK on fingers, thats more trouble then it needs to be, wastes time setting them up and doesn't animate as nicely or easily.
If I have the HBP restrictions set right to the angle of the bones they work OK. Bones don't freeze or stick not even with " Use Inverse Kinematics Tool "
I should hope not, thats what this tag was designed for.
it's a trick to get them all right thou.just get one wrong and it's a nightmare.
thats why I said don't use the IK tool, its not sensibly usable, it can be made to work, but its takes way too long to get a uable setup and the kinematic tag is a pain to setup.
If not does MOCCO or Kaydra got something like that ?
MOCCA does, but there are also a few plugins for this that are better the Posemixer in MOCCA. For example the one being advertised in the plugin announcement thred somewhere on the firstpage here.
For posting bigger pictures I'd recommend you get a webhost and link form that host, thats how it is done, cgtalk offers very limited space for attatching images. IOf you need to post biggerimages get a free webhost that supports offsite linking to image content.
RorrKonn
03-24-2004, 10:55 AM
LOL :) I found the Definition of Radii and ulnas.
I knew I read Radii in the C4D Manuel but it never clicked that it was plural for radius.
Most times I'm so confused while reading I'm doing good to know which ends up.:D
I have Medical books that's got all the bones and mussels.
I can redraw them and have a descent idea of what goes where.
just never learned all there names.
hard for me to memorize odd names.
I never had much Schoolen for Art.
A couple of art classes in jr high,high school,collage.
Colleted .jpgs from the web of humans.
There is no lack of volunteers on the web for studding the human body.:twisted:
Got some Body builder jpgs also.
Would like to get a DVD of a Body Builder contest.See how there mussels move.
would really be killer if we could model mussels and have the skin slide over top the mussels.
sorta like cloth but skin in stead.
So I put bones in the Arms,Legs do not restrict tag them
Get a morph plug and make morphs for the hands and face right ?
Eago's morph plug is the first plug to do this ? if so I timed this just right.
RorrKonn
http://www.Atomic-3D.com
LucentDreams
03-24-2004, 12:12 PM
no theres been all sorts of plugins, some no longer work some do, some cost money some dont Eago's is just another slightly different one, don't know how it will compare, I'm just hoping someone will get a system similar to mirai's state and displacement method for morphs, so very simple , well brain dead easy really to use, andyet so much more efficient and effective then any moreph system I've seen in cinema or pretty much any other app.
RorrKonn
03-24-2004, 12:22 PM
Thanks a lot for the help.
C4D alt to hire you as the IK's teacher.
Always herd about Mirai,Soon i will see :)
RorrKonn
http://www.Atomic-3D.com
Originally posted by Kaiskai
I don't restrict my bones, restricting a bone restricts the animator. I'm using colour restictions on some aares now like the spine and Rdii/ulnas which simply change colour after the lmit is reached, thus enabling me to go past the limit when desired, but always be aware when the limit is reached.
this sounds sweet! would you mind explaining how to do this? or is it in the manual? (it is hard to retain everything you read when you dont understand all of it :shrug: )
thanks
steve
RorrKonn
03-25-2004, 05:43 AM
Now that I have a clue on how to animate Organic Characters.
Trying to learn how to animate Mechanical Characters.
Think of a Mechanical being that has joints something like the Terminator.
RK_Mek_01.jpg
http://www.atomic-3d.com/RK_Mek_01.jpg
http://www.atomic-3d.com/RK_Mek_01.jpg
The idea is to make a machine bendable joint that has 2 air shocks on top and 2 air shocks on the bottom.
top pushes or pulls and the bottom does the opposite of the top at the same time.
-
RK_Mek_02.jpg
http://www.atomic-3d.com/RK_Mek_02.jpg
http://www.atomic-3d.com/RK_Mek_02.jpg
Mek_01 is just one joint there will be 3 joints in a mechanical Human finger, or a mechanical insect legs.
-
RK_Mek_03.jpg
http://www.atomic-3d.com/RK_Mek_03.jpg
http://www.atomic-3d.com/RK_Mek_03.jpg
Should I use Bone for the mechanical object. ?
If there is another method I should use,Which one ?
The "Main_Bone" is a single Bone then Braches out and has 2 bones,the " Bone_1_Top " and " Bone_1_Bottom "
I need this on the END side of the Skelton.
I need for "Bone_END_A","Bone_END_B" to be just one single bone like the "Main_Bone"
So how do I make "Bone_END_A","Bone_END_B" one Single Bone ?
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I am not even sure anything like this is even possible with Bones or any method.
Is something like this possible in C4D ?
I just have the Stock C4D,BP2. Do not have MOCCO,Kaydra.
Thanks
RorrKonn
http://www.Atomic-3D.com
acmepixel
03-25-2004, 02:25 PM
You might want to take a look at these plugins:
OHM Mechanics (free)
http://www.mindthink.de/ohm/mechanics
If the link doesnt work, back up to mindthink.de and navigate to OHM
LucentDreams
03-25-2004, 03:11 PM
I have no clue why youd even try using bones. You have a whole bunch of seperate objects bones are going to serve no prupose, bones are a deformer used for deforming a mesh, if each object is seperate you simply rig the pieces. This idea that bones are needed for thnigs to move makes no sense. yuou objects area lready in place and everything, you may need to fix a few axis so they are at joint areas rathern thenni centers of objects, but since none of your objects are DEFORMING, no one is needed.
RorrKonn
03-25-2004, 08:14 PM
Acmepixel,Thanks a lot for the Link, and I can even afford them :)
Kaiskai,Since I am new to C4D. I don't know for sure how to do anything,
So I Experiment with anyway I can think of that might work.
Even if bones our not the correct answer.
I have still learned more about C4D and Bones.
From this project I have learned for Meks, Don't use Bones use OHM's.
I am still wondering about this thou.
Never know when I might have a alien that would need a Bone rig like this RK_Mek_03.
I really would like to know if I can or can not make "Bone_END_A","Bone_END_B" one Single Bone ?
or if there is a plug to do this ?
Thanks
RorrKonn
http://www.Atomic-3D.com
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