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View Full Version : XL7 Bones.....er....


neilyb
10-31-2002, 10:35 AM
Is it just me or are the bones in XL7 a bit of a weak link? Having tried various setups, with vertex maps, selctions etc...I am having many strange happenings. Sometimes the bones only seem to effect the selections 30 or 50 percent (ie. they object is only deformed/moved half as much as the bone is moved.) Or when reseting and then fixing the bones they flip themselves through 180 degrees...so my top bone becomes bottom etc...)....

Please help....please....

I have looked at some tuts and still am none the wiser....

kiwi
10-31-2002, 09:00 PM
That sounds like it might be the way you have the bones nested bud :)



Grab a zygote and have a look at the ways bones are in them,especially down say the arm chain.



I had that 180 degree flip problem in the beginning as well,but I cant remember how I fixed it sorry :rolleyes: {crap memory}



Stu.

H. Ikeda
11-02-2002, 01:07 PM
Hi,
A Zigote model has no bone, unfortunately. As for the flip problem, anchor tags may stop it.
But I'm concerned about 'sometimes 20-50% deformation.' Something seems to underlie it.
The best thing is showing your bone hierarchy and settings, I guess.

AdamT
11-02-2002, 08:43 PM
Heh, let's just say that Maxon didn't devote the majority of their R8 efforts to IK/bones because the R7 variety was stellar.

wuensch
11-02-2002, 09:24 PM
the problem with the lag is that you have not set the first bone of the hierarchy (the parent)function to 1/r^10.
The bones before Cinema 8 were not as good as the new ones, still they worked (I have to say that to defend their honor. I spent sooo much time with them, and I know they are a bitch but if you treat them nice---)
Them bones rules:
-NEVER scale a bone using the Object tool.(NEVER, NEVER,NEVER)
-if you apply a restriction tag to one bone, you have to give them ALL a restriction tag (even if it is just a dummy and restrict to selction "All poly").
-The function that is set on the parent bone of a chain affects them all (usually hip bone).

Olli

H. Ikeda
11-03-2002, 12:38 AM
Concise but nice tut, Olli.
More info about scale and vertex map:
If you use an orange handle in the view, bone is resized (length changes but scale doesn't) automatically in Model tool mode, even if Object tool icon has been enabled. This is a tacit Model tool.
If a vertex is assigned to more than one restriction tag, total of weights for the vertex should be equal to or greater than 100%.

good luck:rolleyes:

kiwi
11-03-2002, 03:20 AM
Originally posted by H. Ikeda
Hi,
A Zigote model has no bone, unfortunately. As for the flip problem, anchor tags may stop it.
But I'm concerned about 'sometimes 20-50% deformation.' Something seems to underlie it.
The best thing is showing your bone hierarchy and settings, I guess.



Bone,IK chain,its still going to give Neil info about how to place things.


Stu.

H. Ikeda
11-03-2002, 04:38 AM
That's right, Stu. Zygote shows a good example of IK chain. But it gives no idea about bone settings.
I'm not sure but the deformation problem may come from bone settings rather than IK chain.
Since I don't know Neil's settings, it's a matter of conjecture, anyhow.

Cheers :p

kiwi
11-03-2002, 07:46 AM
Ya agreed :)


Stu.

neilyb
11-04-2002, 07:48 PM
Hey guys, thanks for the replies. Have been away for the weekend but shll try them out tomorrow. Will print out your suggestions now!!!
Will let you know how it goes, if it is bad then I shall post a scene, let someone in the know have a look.

Many thanks so far!

N

Ps - Hi Stu, not ignoring you just don't get that much air time at the moment!

kiwi
11-04-2002, 09:47 PM
No problem Neil :thumbsup: ....I am not as active as I once was either :)



Stu.

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