View Full Version : Mesh out-freakage with IK chains
stompbox 04-11-2005, 08:55 AM I have imported a test object into a scene containing several IK chains linked together
- each of the large bones has a small child bone with a null assigned as goal, as per evenflcw's advice in this thread (http://www.cgtalk.com/showthread.php?t=224709)
The problem is the mesh is completely freaking out.
http://members.dodo.com.au/%7Egrounded/lw/1.jpg
Here is the scene with use bones set to self
http://members.dodo.com.au/%7Egrounded/lw/2.jpg
Use bones set to the parent null
http://members.dodo.com.au/%7Egrounded/lw/3.jpg
Use bones set to parent null, weight maps applied
What am I doing wrong? Can somebody tell me what's going on?
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mav3rick
04-11-2005, 09:27 AM
turn off deformations go to rest frame nad press r on all bones to rest them than turn on deformations and that's it as long u dont use wrong order of weight maps
evenflcw
04-11-2005, 10:33 AM
Hi stompbox.
Your major fault with this setup is that you've changed the scale of the first bone. If you want to change the initial size of a bone you need to edit it's rest length, not it's scale. Unless your making an advanced setup (such as the cartoon eye setup) you will typically not be scaling bones other than when animating. In short, to change bone size, always use Adjust Rest Lenght Tool or Set Bone Rest Length.
What I did.
1. On the first bone I set Scale back to 1, and set rest length to 0.158. It's now sized properly, however the rest of the bones are now messed up since they were affected by the scale of the first bone. So..
2. For the next bone (Bone1_end), set Z position to 0.158 so it butts up against the end of the first bone.
3. For the bone after that (Bone2), simply set rest lenght to 0.158.
Repeat step 2 and 3 till the end of the chain and it should be back looking like normal.
Now to get a good rest position, turn of IK and deformations, set frame to 0, and set all bones rotation to 0 so all bones lay nicely along a major axis. Record Rest Position for the major bones (Bone1, Bone2, Bone3).
Now to get the mesh to deform properly, I would suggest simply replaceing the null with the mesh using the Replace with Object command. If you want a null to move it around. Simply create a new null and parent the mesh to it. You'll also need to alter the position of the pivot of the mesh for bones to deform the mesh properly.
It's quite advanced to fix this rig, and I think you might need abit more experience to understanding all this. I attached a fix below. To see the rest pose simply go to frame 0 with IK and deformations turned off.
EDIT:Reattached file, it was too big before as I included different scenes for each step.
stompbox
04-11-2005, 11:34 AM
evenflcw wow I really appreciate your help. You have gone above and beyond the call of duty mate!
I think I do understand all that, and should be able to work it out from what you have posted above. Or at least make some headway.
I was right - I am over my head haha!
evenflcw
04-11-2005, 12:20 PM
Your welcome! I don't mind helping out if I have the time, it's quite good practice.
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