View Full Version : Your favorite leg and foot rig style?
Tak Tak 04-17-2005, 12:49 PM Hi,
There are many different styles of leg and foot rigging. Inverse, Reverse, simple FK, and more... I'm now trying to find out which would be my favorite styl, so if you people could shere your favorite rigging(animating)style. I know different animation may need different style of character rigging, but this time I'm intrested only "foots are connected to ground" style.
Thanks.
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Tughan
04-17-2005, 01:29 PM
For me, most important feature of a foot rig is ability to rotate from specific control(pivot) points. Rotate from tip of the toe, or heel example. For this, I always use IK for legs. Cause Ididn't animate a swiming character, or a astronaut in space. If so, I definately wouldn't use IK. I used to use "foots are connected to ground" style as you said. But lately it seems to "automate" feet touching ground animation to me. It saves a lot of headache maybe, but... I wanted to control every twitch of move. :)
For Arms, just use FK for every "swings" or "gastures" and blend to IK if there is something to push or hold to. Easy.
Hard one is the Spine! It's complicated. :scream:
Tak Tak
04-17-2005, 03:29 PM
Thanks for reply Tughan.
Yes, full control is what animator really need.
My favorit so far is almost this (http://www.cg-academy.net/pages/topic_rigging/dvds_rigging_intermediate_1/dvd_rigging_footage_04.htm) type of foot rig, but there is one problem. I don't know about Paul's rig, but on my rig there is no anklepoint rotation possibility which is pain! Otherwise I think this is quite nice rig or what you sey?
All opinions are welcome :)
olli96
04-18-2005, 08:23 AM
yeah, thats a pretty nice inverse foot rig. in his rig an anklepoint rotation is not a problem. he simply moved the pivot of his control shape to the ankle to rotate the the foot. he also got a pretty nice stretch system on his legs. i used the same technique he used in this rig and added some more controls, have a look if you want: http://home.arcor.de/3dupload/InverseFootRig_cgtalk.max
Olli
btw, you need Paul's nice Attribute Holder Script, which you can get at his homepage: http://paulneale.com
Tak Tak
04-18-2005, 08:32 AM
Thanks Olli, but your download link is broken... I hope you can fix it soon so I can check it:)
Thanks.
olli96
04-18-2005, 08:50 AM
oops, sorry: http://home.arcor.de/3dupload/InverseFootRig_cgtalk.max
Olli
Tak Tak
04-18-2005, 09:38 AM
Hey thanks Olli!
Yes, it was very simple to add anklepoint rotation:D I'm currently learning XSI so I have to apply same technics to it and test.
ssalo
04-18-2005, 11:06 AM
Good thread!
I've used this rig (slightly modified if necessary) for over year now at work using 3ds max and at home using XSI and it has worked perfectly.
http://samisalo.1g.fi/IK_leg.mov-Sami
Tak Tak
04-19-2005, 12:48 PM
Moi Sami.
Like I sayd before, I'm taraining XSI now. With XSI, bones behaves very differently than 3ds max bones(I think). I have to check how parenting, constaraints and all works together. If I get stuck, I'll maybe ask your help :D
ssalo
04-19-2005, 01:54 PM
Tak Tak:
Moi!
Yes, they do work differently (and it was quite shock at first) but when you know what you want to accomplish it's just matter of finding the right tool or command. I'm also relatively new to XSI but if you have questions, just ask.
-Sami
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