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knight42
11-10-2002, 10:28 AM
I'm experimenting with bones, without much success. I have a cylinder with a sphere on the end, and three bones - upper arm, lower arm and "hand". If I bend the lower arm bone, the sphere becomes either distorted or moved away from the cynlinder depending on how I set up the hierarchy, thus:
http://www.knight42.fsnet.co.uk/bones.jpg

The top image shows the sphere attached to the "hand" bone, the lower image shows it attached to the cylinder itself. The lower one is better, but the shpere is getting distorted as the bone turns, and I can't work out a way of preventing it.

I get the same effect if I try boning the Otto character - when I bend his upper arm, his hand bevcomes badly distorted.

Am I doing something obviously wrong? And are there any good bones tutorials around? I've covered the hand tut on Maxons site, and I still get distorted fingers using Restriction tags or Vertex weights.

TIA

H. Ikeda
11-11-2002, 02:26 PM
OK, first see the post http://www.cgtalk.com/showthread.php?s=&postid=245734#post245734
Maybe the problem is in the function and radius. If you use vertex map, it'll be much better.

AdamT
11-11-2002, 04:05 PM
Also, if you use vertex maps and restriction tags, *every* bone has to have a restriction tag, even if it's blank (i.e., no vertex map is filled in).

knight42
11-12-2002, 09:02 AM
Aha, thanks guys. I'll check these out.

J

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