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tonygib
12-13-2002, 07:43 AM
Hi all,

I think I may have dug myself into a hole with what was a cool idea at the time. I am working on my current WIP character (hah, aren't we all?), and have run into a problem with the twisting of the lower arm during animation and the armour bracer that sits on the arm. As you can see by the image below, in is initial position all is well, but as the arm starts to twist, it pokes through the "solid metal" armour. I am using Micheal Comet's charRigger in 3ds max 5, with the armour linked to the top most twisting bone in the lower arm. I tried linking it to the next bone down the arm, but that just means the arm pokes through the top of the armour instead. While it really can't be seen, there are two straps that go under the arm which also get cut through. The armour bracer is a group made up of the armour and all the parts that make up each of the straps. I have yet to do UV unwrapping yet on any of the group.

So, anyone got any ideas as to a solution? I was thinking that as the arm twists, the armour would be pushed up, since its shape can't really change, and the strap underneath would be push, flexed, deformed, expanded, etc out so that it stays on the outside of the arm/glove. Problem is I don't know how to do it and make it happen automatically as the arm twists in either direction.

I guess this is why you don't see part armour on the lower arm, its either all or nothing:)

thanks

Anthony

megaflaizer
12-13-2002, 09:34 PM
there aer af ew methods you can use to do this:
- setup a reaction keyed against arm rotatations
- setup an expression
- model an extra bone and use one of the methods listed above to make the armor move.

the third way basically abstarcts all the data onto a discrete node for those that like to do it this way.

tonygib
12-14-2002, 12:52 AM
ok, thanks mega, I will play around with it a bit and see what I can come with. Never though it would be easy.

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