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McFitz
05-09-2006, 08:45 PM
Hi,

I'm doing a student work on front crawl swimming, and I'm creating a model which will show the swim style of front crawling.

Now I got stuck with the shoulder. Everything works fine, but the shoulder drives me crazy.

The deformation is really bad, when I rotate the collar bone, and I think it is because of the placement of the joints.

In the pictures you can see the joints in the bind pose and in the deformation. Sadly it is important for the swimming, that the arm can go up, over the head, like in the picture. This extreme pose makes the need for a well done shoulder/collar bones more important.

Can anyone give me a hint, how to do the shoulder/collar bone placement and rotation?

Here are 3 Pictures, to explain what I mean:
http://www.eightball-design.de/shoulder/pic1.jpg
http://www.eightball-design.de/shoulder/pic2.jpg
http://www.eightball-design.de/shoulder/pic3.jpg


I hope you can understand what I mean, my english is not the best.

virtualmesh
05-10-2006, 03:49 PM
as the humerus bone rotates above the shoulder, the clavical usually follows.
the humerus bone never rotates beyond the shoulder, rather at that point, the clavical then drives the humerus.

if your issue is with deformation along the side of the torso then try adding bones in the rib cage area and make the mesh vertices static to those.

if your issue is with deformation between the neck and forearm, add some extra bones in that area and blend the vertex weights to these bones.

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05-10-2006, 03:49 PM
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