virtualmesh
03-10-2006, 06:53 PM
I've been watching Paul's third DVD on rigging and in it, he uses stretchy bones to push verts out when two bones bend towards each other. Very interesting as I was always referring to setting up Morph Angle Deformer gizmos within 3dsmax's skin modifier.
Thought:
In cases where the collision of vertices occur as bones bend towards eachother (such areas are the elbow and knee joints)....would it be smart (verus using Morph Angle Deformer Gizmos) to incorporate the use of small stretchy bones that rotated slightly in the opposite direction to their paranted bones and skin the colliding verts to these smaller bones. These child bones would be pivoted at the same location as their parent bone's pivot, just rotating slightly in the opposite direction as the parent bone rotates perhaps using Orientation Contraints between say the femur and tibia bone (knee example). Then in these tight areas (such as the elbow and knee), the verts would be following the child bone direction and thus be moving away from each other rather than towards and into each other?
Sound strange? Any thoughts or suggestions on how I can improve my thought within 3dsmax?
I may not be explaining it as I'm envisioning it.
Thought:
In cases where the collision of vertices occur as bones bend towards eachother (such areas are the elbow and knee joints)....would it be smart (verus using Morph Angle Deformer Gizmos) to incorporate the use of small stretchy bones that rotated slightly in the opposite direction to their paranted bones and skin the colliding verts to these smaller bones. These child bones would be pivoted at the same location as their parent bone's pivot, just rotating slightly in the opposite direction as the parent bone rotates perhaps using Orientation Contraints between say the femur and tibia bone (knee example). Then in these tight areas (such as the elbow and knee), the verts would be following the child bone direction and thus be moving away from each other rather than towards and into each other?
Sound strange? Any thoughts or suggestions on how I can improve my thought within 3dsmax?
I may not be explaining it as I'm envisioning it.
