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View Full Version : character rigging w/ slouchcorp's tut


bucktooth
03-28-2006, 07:47 PM
I am starting to learn character rigging using slouchcorp's tutorial at
http://www.slouchcorp.com/mocca/m2101.htm

Although it is a year old, it seems to best rigging tutorial available, and I am learning sooooo much!! But of course I'm having a hell of a time dealing w/ it (... its hard, whine!)
I wanted to start this new thread for other folks who are also learning rigging by doing this fine tutorial - that way we can talk to each other and have our question answered by people who've gone throught this long difficult phase of c4d.(at least for me.)

Right now, I'm at the point where the slouchcorp blueman is getting a spine, the spine is FK. I keep running into the same problem with the spine... after I build it and rig it, the tutorial tells me to use xpresso to pass the "main controller's pos & rot" to the "spine BONE NULL's pos & rot". It is the last step in setting up the spine FK, but when I do the xpresso, the entire spine re-positions itself at the foot of the blueman, but its supposed to go to the "main controller's pos" which is in the hip area. What is going on here? Do I need to "fix" the bones even if their not moving perhaps? Is someone else doing this tutorial who might know how to get passed this step?
miles o'smiles

slouchcorp
03-29-2006, 06:03 AM
can you post the spine and hip controllers so we can have a looky hard to know whats going on with out seeing it

mike

Rev9
03-29-2006, 04:20 PM
Sounds like you need to use the Relative pos and rot and not the absolute root pos and rot..

Best
BT

bucktooth
03-30-2006, 03:38 PM
So yesterday I finished the spine, after having experienced some confusion with xpresso on the controllers. (Seems like I was connecting rot to pos and not even realizing it, such is the way of the boob, I am sooo glad that you folks are keepin a watchful eye on the progress....)

I have a question abou the spine fk, I am very happy with my spine results, so far, when I rot the "hip BONE" the enire spine rots also, but what is nice is that the "head BONE" maintains its absolute rot degree, but its pos is determined by the "neck BONE"'s pos... seems like nice sophisticated motion here, but is that correct? is that what fk is all about (keeping eyes level & chin up regardless of what the bones are doing below)?

Today I am working on the arms. I have finished one arm and now the tut tells me to mirror it.. viola, my new arm has materialized about 5 headlengths under my blueman's feet, I dont understand why, but it is easy to just drag the new arm up and position it inside the arm mesh. I don't thnk this is a problem yet, but I am concerned that perhaps when I built my arm bones I was using inconsistant pitch rotations, meaning that I'm a little worried bout how the ik will be passed through them... maybe I'm too worried. Guess, I'll find out at the end when my charater is dancing the smurf instead of the monkey(!)

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03-30-2006, 03:38 PM
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