View Full Version : Bones moving out of geometry
I know this question has been asked before but I couldn't seem to find it through the search function.
I have painted 100% CB maps with 'paint absolute' checked but my bones still are moving out of the geometry. Though it moves good for the most part, after a while it adds up and it gets very difficult to see exactly what and where you are moving things.
What can I do to prevent this from happening? and Why doesn't CB work as it should, I mean 100% is 100% right?
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wesware
11-20-2004, 08:16 PM
Do you have any unrestricted bones in the hierarchy?
There is one null bone at the top of the shoulder chain that doesn't.
I tried to give him the same CB map as the rest of the arm chain, but then the body also deforms when I move the hand (no matter what kind of tags I throw at it).
Cactus Dan
11-21-2004, 01:59 PM
Howdy,
Did you try giving the null bone a CB map of zero strength, just so it has a map?
Adios,
Cactus Dan
Now there's something I would have never thought of... :)
It seemed to do the trick for the most part, but the bones inside the hand still shift around slightly (usable, but I'm afraid I'd run into problems if I was animating something over 5 mins).
CB's theory is crystal clear, but the practise is puzzling me to no end. 100% to me means that the painted points shouldn't move even a planck length (http://en.wikipedia.org/wiki/Planck_length) relative to the bone... ;)
Hmmm, I got pretty much the same problem again after posing the fingers. I also included a picture below....
I tried upping the subdivisions, but that didn't work. It's a pretty big teddy hand with only one bone to move the finger part so meaby I'll try adding some support bones.
But again, I don't see why support bones would be nescesary when there is CB to tell a bone wich points to take with it. AFAIK that's all CB does, so I don't see why it isn't working as straightforward as in theory... :shrug:
flyingP
11-21-2004, 06:53 PM
I'd be curious to see the CB maps, and maybe to know what function setting you have on the bones. ?
Cactus Dan
11-22-2004, 12:16 AM
Howdy,
and maybe to know what function setting you have on the bones. ?
Yeah, it looks like you might be using the default 1/r^2 function?
Adios,
Cactus Dan
Hmm, I was sure I already looked at that, but aparantly that was before a save... Changing the function setting got me a little closer again but there's still a problem with not all the 'fingers' comming along. The CB map from the hand bone down is the complete hand.
I included a shot from below with the fingers bent. Is this a support bone thing?
I really apriciate all the help so far, guys! :thumbsup:
Aurety
11-22-2004, 09:37 AM
Did you try to check the smartbone box ?
flyingP
11-22-2004, 11:13 AM
The CB map from the hand bone down is the complete hand.
thought that might be the case, why don't you try a separate map for each finger ?
Edit: better still each part of the fingers, and maybe a bone in the palm of the hand.
a wire view could help too :)
@Aurety
Yers, I did, but that seems to bring along a lot of unwanted squashing and streching when moving the bones. Unchecked the model basically deforms as it should, apart from the problems I'm having with the hand bones.
@ Flying P
I'll try and see if seperate CB maps will solve the problem (although the base model may be a bit low poly for that). I have added a picture of the unsmoothed mesh.
flyingP
11-24-2004, 03:21 PM
@ Flying P
I'll try and see if seperate CB maps will solve the problem (although the base model may be a bit low poly for that).
VERY, and I think that may just be half of your problem personally I'd add a loop each side of those joints.
Another thing the larger bone in the hand, is that active and using the same maps as your fingers?? if so that too will be causing part of your problems IMO :)
I like working as low poly as possible (especially on a soft fluffy teddy like this), adding detail only when needed. I already tried adding a couple of loops to the hand but that didn't seem to change anything.
Turns out it was indeed the hand bone wich was causing all the trouble. After asigning a 0% map to it, everything works fine.
Many thanks for all the help, I learned quite a lot from this problem. :thumbsup:
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