View Full Version : Rig destruction...how to fix?
adrencg 08-24-2004, 03:16 AM Anyome who has any in depth experience with character rigs has encountered this....
Bones which pop out of the geometry after adjusting a rest length or recording a pivot rotation. Why does this happen? Let's say I adjusted the rest length of the upper bicep bone and now every descendant has come away from the arm. I didn't save the scene, and reloaded it. It's still messed up.
Is there any way to get the bones back into the arm? I usually scrap what I'm doing when this happens, but there has to be a fix.
Mike
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I mainly uses skelegon for this reason
you can quickly test deformation in layout and if you need to edit these type of things
you go back to modeler edit the skelegons save and back to layout and convert again
once you deformation has been test you move onto IK setup
but as for editing the rest length of a upper arm bone when you do this yes your child bones will be put out of place
if you have LW 8 you can edit quickly by using the new bones tools
if you in LW 7.5 well...... i don't know what you can do:shrug:
Maybe Splinegod can help here, he knows Layout bones better then anyone:buttrock:
froggyplat
08-24-2004, 06:40 AM
Do all your parenting first. Then keep parent in place on, keep autokey on, and carry out the record pivot rotation in the order of your heirarchy (root-pelvis-spine-head and so on) and you should avoid this problem. I usually save different scenes at several key steps in case I mess up...at worst I have to reload a scene and re-do a couple of things.
Also, you can get Kvaalen's Rig Prepare plugin which does all of this in one step. You can check my forum, too, for instructions on how best to use the plugin in the rigging process.
http://www.digiwonk.com/forum/viewtopic.php?t=51
look towards the bottom of the thread. :)
SplineGod
08-24-2004, 06:42 AM
Ive only seen this happen on LW 7.5. It usually happens when using record pivot rotation on anything other then frame zero or using it on frame zero and forgetting to keyframe the bone.
Using the old LW7.5 RPR on all bones is also a bad idea.
On all versions of LW Ive always adjusted the rest length of bones after theyve been rested or otherwise and Ive never had bones fly apart from doing that. Im going to guess its something else.
These problems can occur whether rigging bones in layout or as skelegons.
I usually save my rigs in stages so I can reload them if theres an issue, especially if I have expressions or IK on them.
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