View Full Version : Mirror bones help (Mocca)
fer 3d 12-30-2002, 02:34 PM Hi!
I'm doing the mime tutorial. When I mirror the bones (arms and legs), the rig looks fine in principle. But as soon as I activate soft ik and redraw, the mirrored bones move away from their positions distorting the geometry. The "original side" bones work fine and remain where they are supposed to.
I did those portions of the tutorials a few times in case I missed some instruction, but I'm getting the same result each time.
Thank you in advance for any help.
fer
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CosmicBear
12-30-2002, 09:06 PM
sorry, i can't help you with the solution of the problem. it happened to me as well. whenever i mirrored the bones and started soft ik the mesh basicly blew up. but well, it's not so hard to actually do the setup again on the other leg and arm. just mirrow the bones before you start the setup... and it's good practice too :)
Anadin
12-31-2002, 01:22 PM
Try fixing the bones one more time before animating them - let me know..
fer 3d
12-31-2002, 03:03 PM
Works now, thanks.
I was fixing rot and pos for the actual bones, not the IK tags.
(I feel really dumb)
Thanks for your responses.
fer
randyrives
03-18-2003, 02:21 AM
I am having the same trouble. What bones or tags are you fixing.
I have selected the Pelvis bone and right click and selected Fix Bones. I have selected the SoftIK tags and selected Fix Position and Fix Rotation, but I still get the screwed up Right Leg when I turn on SoftIK.
Help Please.
randyrives
03-18-2003, 02:36 AM
Ok by selecting all SoftIK tags and set the position and rotation, then turning on AutoRedraw it seems to work better.
But for some reason the Right Foot is not moving with the Right leg. Shouldn't the restriction map mirror with the bones.
yeah the bone fixing is pretty difficlut to understand ( I still dont completly). it seems to have a mind of its own.
Anadin
03-18-2003, 08:54 AM
When you use the mirror bone function, make sure you set your auto find centre to a number - I normally use 5 - it allows the system to find mirrored vertices within a range. Also, check where you are mirroring - parent is nomally the one you want e.g. mirror a left arm around the torso (it's parent)
randyrives
03-18-2003, 12:09 PM
Anadin,
I was following the Mime Tutorial and actually did it twice to make sure I wasn't missing a step. But both times the foot bone was not attached to the foot mesh.
Is there a step missing in the tutorial?
Anadin
03-18-2003, 12:56 PM
I had loads of problems with this too. For some reason I cannot get the claude bonnet to mirror on the mime. I have managed it on one of my own meshes but have had problems if any of the painted vertices are on the wrong side of the mirror point. So if you had a fat leg that overlapped the center point of the pelvis and then you use the pelvis as the mirror point, it does not always work.
What I normally do is go into claude bonet mode so I can see the paint and then do the mirroring, that way I can see if has worked, if not, undo, change the settings and try again. On the mime I managed to get some mirroring if I set the autofind thing up to about 200!
artemesia66
04-09-2003, 10:08 AM
This thread is pretty stale now, but for the benefit of anyone searching the forum, here's what I found as I went thru the tuts:
Re: bones mirroring: Pg 74 of the tut manual isn't very clear--you have to read the fine print ;) --you have to select a bone in the chain before you set the chain rest position and rotation. If you still have the soft IK tag selected, nothing happens, the rest values for the soft IK tags all remain at zero. When you turn on soft IK after mirroring, for some reason, the newly mirrored leg sets to its rest position--if these positions are all zero (ie. no bone was selected when the rest position was set), thats when you get that nasty distortion.
Re: claude bonet mirroring: the left foot mesh has a tilted axis. I found that if I used the object axis tool to zero out the axis rotation before I mirrored the bones, the Claude map mirrored correctly.
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