View Full Version : Double boned wrist setup?
Mr Fudge 11-23-2002, 11:58 AM Anyone got a good link to a double boned wrist setup. Or alternatively give me a few pointers. What I am having difficulty is perceiving what happens at the elbow and the wrist respectively. A screenshot of a setup would suffice just to point me in the right direction for now
Thanks,
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svenip
11-23-2002, 02:32 PM
you mean a forearm setup ???
i dont know what you`re exactly looking for , but if youre looking for a simple forearme roll, that might be the easiest way >
http://www.flo3d.com/temp/simpleForearm.jpg
Flo
Mr Fudge
11-23-2002, 05:35 PM
For lack of a better word a "forearm setup."
I have heard of a way to actually mimic the bones in the forearm. I like Flo's suggestion. Seems nice and simple. But for interests sake I wouldn't mind having a look at the more complicated setups for this area.
BTW: Flo, does your method offer very smooth deformation in the wrist and would it be advisable to add more bones for a cleaner deformation?
Thanks
- F
Mr Fudge
11-23-2002, 05:48 PM
But like I said I am clueless about what to do at the elbow.
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Jhonus
11-23-2002, 08:55 PM
I think that would be unessecary... it just rotates down the axis of the bone, so why would you need parallel bones?
Some people add 2 or 3 forearm joints.
Mr Fudge
11-23-2002, 09:56 PM
Or maybe I just got the wrong end of the stick.
Still it had legs though. :(
Bye,
- F
dmcgrath
11-23-2002, 11:09 PM
Like, Krugar says, here is another alternative. My setup is for a character that you can clearly see the two forearm bones overlap.
I used smooth bind to each side, for nicer deformations. This could probably have been done with just one bone but I like the the two bone setup more for my interactivity. I attached IK to the forearm portion as well.
olivier georges
11-24-2002, 09:19 AM
hi,
the setup with ulna and radius bones is really cool when you have a muscle system , without muscle, it's a pain in the ass to obtain good deformations... with traditionnal skinning tools, i recommand you the method with multi joints to achieve a good twist in the forearm.... if you use rigid bind, you can use lattice too...
Olivier.
Mr Fudge
11-27-2002, 10:48 AM
Presumably one would have stiffness set to 1 on all the bones in the forearm so when the IK handle is applied the arm only bends at the wrist???
- F
dwalden74
11-27-2002, 12:24 PM
You can check out the script I just posted which will create the arm rig for you:
http://www.cgtalk.com/showthread.php?s=&threadid=30665
Itīs a typical multi-joint setup (allows for bicep and forearm joints), and also has a pretty cool "stretchy joints" feature which basically scales joints on their X. Check it out and let me know if you find it useful.
:beer:
David
Mr Fudge
11-28-2002, 11:38 AM
I setup the forearm with 4 bones down the leangth of it. I Then selected the 4 bones as well as the root joint of the hand and set driven keys along X Rotataion. But when I add the pole vector constraint it severly limits the amount of rotation I have just set up.
What to do?
- F
dwalden74
11-28-2002, 12:09 PM
You donīt really want to put a pole vector on a chain with more than 2 joints. So, I would suggest you drive your binding joint hierarchy with a simpler 2-bone rig (connecting rotational attributes or using constraints or expressions). This is what the script I posted does, although it does not allow for more than 1 forearm joint and 1 bicep joint (Iīm thinking about adding this feature, but right now Iīm happy with just one in-between joint).
:beer:
David
Mr Fudge
11-28-2002, 12:35 PM
Good call.
I am ashamed to admit that I followed your instructions to a T and still could not get that script to work. I exhausted every option I knew but still no dice.
BTW, is the help doc imbedded in the Mel Script. And how do I access it. I looked through the text in the scipt edotor but it didn't really clarify things for me.
- F
dwalden74
11-28-2002, 01:05 PM
when you source/run the script, a window will pop-up. There you will find all the useage information ("About" tab). Yes, the help is inside the script. If you donīt know how to use a script, then try reading through the docs. BTW, the script might not work on earlier versions of Maya. Should work fine on at least v.4.
good luck-
David
Mr Fudge
11-28-2002, 01:10 PM
- F
Mr Fudge
11-28-2002, 01:12 PM
The thing about scripts is they seem to be very eratic for me. I have used many before. But when it comes to installing them only about 50 percent work. I have no idea why.
Maybe I'm just stoopid. But I can tie my shoelaces on my own! :)
- F
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