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yeeeet
10-28-2002, 11:43 PM
Anyone know how to get a full range of movement in the shoulder without it sheering off using biped and cstudio? Ive been working as a pro modeler/phyziqer for almost a year and still cant get consistant results. Anyone who can help plz let me know!

darkmonth
10-29-2002, 09:52 AM
I know exactly what you mean. I have been working on the animation for Tennis players for a PS2 tennis game for the last 18 months. The serve motion always rips the skin on the model. Its as if the polys from one side has gone through themselves, and not round the bone as would happen in real life. Only way I could say to fix is to add bones on the shoulder and use them to lessen the skin movement. Its a massive pain in the backside but i cant see another way of doing it.

CS4 may put rest to this issue. It appears to have fixed the wrist tear problem that occured.

DC

yeeeet
10-29-2002, 09:37 PM
I finally got the shoulder to work right, everything seems to work right EXCEPT her frikin wrist rips to crap only when pronating/rotating to face up. thanks for the replies.

AnimBot
10-30-2002, 05:23 AM
I can't say I've ever had this problem. Could you maybe describe it in more detail?

yeeeet
10-30-2002, 05:52 AM
Well, Im doing low(800) poly models and when i phyzique them I have consistant problems in the shoulders and wrists in terms of getting a full range of movement without the mesh deforming wierd. The wrists tend to turn to slivers when the hand is bent down or up. I cant correct this problem by adding more polys to the wrist area due to the fact that biped isnt set up like your radius and ulna trully are. If I add an extra row of verts in the wrist area, one row must be asigned to the hand and one to the arm, so when the hand twists it turns to a twisted jumble in between the vert rows. The shoulders I am having moderate success with, but if i am not absoulutely precise with them, the arms loose their mass and sheer off as they are raised over the head. It seems harder and more frustrating than it should be. Does anyone know how the boys who made tekken, virtua fighter and doa do it? Their phyziques tend to be on point most of the time. Thanks for any feedback.

darkmonth
10-30-2002, 08:18 AM
Its a limitation with the biped model. you said yourself that the model is not truly correct. The new version has multiple forearm bones so the sheering on the wrist will be sorted. As for the shoulder, if anyone has never experienced this sheering, its because they have not pushed the characters arms to the limits.

However, in my Tennis game (due out sometime before Christmas!), we have opted for a ball joint style approach. Clever texturing has given the illusion that the arm is part of the body, but its not, its seperate so no tear! Its great!

Dave

darkmonth
10-30-2002, 08:20 AM
Virtua and Tekken guys undoubtedly use bones, and not Max with CS. I know sega use, or at least used, Softimage. But bones is more flexable, as you can customise your own bone layout. CS is just brilliant for the import of motion data. Other than that, bones is better in some ways.

Dave

yeeeet
10-30-2002, 04:06 PM
I was just thinkin, "Derrr, if this shoulder was shaped like a gijoe joint(ball joint) it would work flawlessly, and then i could cover it up with some clever texturing..." I dont think the art director would let me though. Maybe ill send him a test version and see what he says. I doubt it though. Ill just wriggle in pain in front of my comp for a few mo hours and then call it done i guess.

yeeeet
10-30-2002, 04:13 PM
good luk on gettin your game out and what the heck did you do about the wrists?!

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