View Full Version : rigging, scaling
Ok, now I'm trying to rig a character (the first time). at the moment I only made the skeleton and applied the IK. works really fine.....but some areas don't deform like the should do, so my question is, what is the next step after buliding the skeleton and adding ik.
next, I imported my "rigged" model into an other scene, and wanted to scale it down a bit (it's in a group), but the model and the skeleton don't scale together, the skeleton stays bigger :hmm:
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Build Skeleton
Adjust Rotation pivots
Set joint rotation limits
Apply IK
Finalize skeleton position
Skin character
Paint weights
Test
Paint more weights
Test
Add influence objects
Test
Paint more weights
Test....
Eventually you animate it.
There's a couple good rigging tutorials on highend3d.com you may want to take a look at.
svenip
07-20-2002, 07:53 AM
to scale a whole character group (or parent the root joint to an object. i always take a curve at the position of the feets). then take this new new either the group or the curve and scale. be aware that you don't take any bound geometry into the group.
thx
just figured out how paint weightning works, but now I have a question
is it possible to rig and weight the low poly mesh, and then use for animation a high poly?
because it's nearly impossible to weight the smoothed version of my model with my system (amd 1.4ghz 512mb ram)
and another question, for example I rigged an animal which has a saddle, or some stuff on it, how should I "include" this to my rigging? I mean if some thing are lying on the animal
svenip
07-20-2002, 04:14 PM
usually you're weigthing a low res of your surface and take this as a wrap deformer for your hires. if you modeled by cps you still have a low res which you can bind to your skeleton. also if you're working with subds.
if you have a patch modeled nurbs you can build up one and then take this for a wrap deformer.
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