View Full Version : Skelegons-heirchy-rigging question
11-26-2002, 04:13 AM
Hi.. I'll try to be brief.
When I bring in my skelegons, all is well... But each cluster of bones needs to be re-organized as to whom is parented to what..
After I make the shoulder connected to the scapula, and the scapula connected to the clavicle, etc... Things start to melt. Points move around where they're not supposed to be..
I'm using Parent in place, and trying to re-rest the bones on frame 0.. Nothing helps the melting effect.
Is it critical that all skelegons touch eachother to make one giant skeleton structure? Or is there a way of re-associating the skeleton's heirchy without having your points melt on you?
Thanks so much!
Pulling my hair out,
Post a screenie to see this melting effect. It sounds as if you missed a few points while setting your weight maps.
11-26-2002, 04:26 AM
bones do not have to touch eachother to be in a hierachy or how ever you spell that
sounds like your doing it the right way if parent in place is turned on and when you parent the bones none of them move then they shouldn't "melt"
what exactly do you mean bye melt
have you done anything else in the scene before starting to parent?
sorry for no real help
11-26-2002, 04:36 AM
Okay here it is....
11-26-2002, 04:38 AM
There are other things in the scene.. (Lights, IK Controller nulls, etc) But this is all I did with the character.. Everything is being done at frame 0.
Mohh, it shouldn't matter about missing points in weight maps, because she hasn't been animated yet.
I see, I thought that you meant trailing points when you said your mesh was melting. I'm not sure what's going on there, sorry.
11-26-2002, 06:44 AM
At frame 0
Deactivate all bones
Place them move / parent everybody
when done Select all bones, hit record rest position.
Now bones should be activated and life is easy...
11-26-2002, 07:31 AM
Thanks for the suggestion... I'm still trying to implement it..
Is this the r key? If not, where is this button?
Do I need to do this for bones that I don't want to be ultimately "active?"
11-26-2002, 07:44 AM
Layout / Objects /rec rest pos
Be sure :
1 You have no keyframes, except the ones at frame 0
2 you do that at frame 0
-Select all bones hit "bones active" (to deactivate (toggle))
-Select all bones again, hit rec rest pos. All bones are now activated with their new rest position/rotation
-Select the bones you don't want to be activated (if so), hit "bones active" to deactivate/toggle.
Do I need to do this for bones that I don't want to be ultimately "active?" for mind safety, yes...
11-26-2002, 08:45 AM
Hey cool Facial! That worked!
I'll name my first two children after you.
11-26-2002, 08:52 AM
Skelegons have to be head to tail if you want them to already be parented properly once you convert them in layout. If you break the skelegon chain by unwelding one skelegon from another then it is no longer parented. You can simply weld the skelegon back to the other or do your parenting in layout.
If you choose to reparent in layout make sure youre on frame zero and have parent in place turned on or else the bones will jump out of place and screw things up.
You shouldnt experience any problems but if you do just select all the bones using the scene editor and hit the r (rest) key. That will fix any weird distortions that may occur.
11-26-2002, 09:01 AM
Wow that bullfrog on your home page kicks ass!
Thanks dude.. I really appreciate it.. I am well on my way now.
11-26-2002, 09:07 AM
Im trying to get some footage of it digitized and onto the web. I havent had time. You should see it animated :)
01-13-2006, 10:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2014, Jelsoft Enterprises Ltd.