View Full Version : Leg rigging
Hi evrybody
Is anybody here have some idea for rigging leg like that ?
For foot is no problem , i used normal reverse rigging and everything working ok, but problem is on upper leg, rotation of leg should be there where i painted on attached image.
I think i can't use a ik for this.
When i get up a foot controller the first bone on upper leg parts sholud be rotate.
I have no idea for this :/
help :)
sorry for my englishhttp://www.polg.is.net.pl/LegRigging.jpg
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PosingMantis
07-07-2006, 06:54 PM
You shouldn't be starting the joint chain from where u have right now. Start the chain from the point where ur second joint starts. So there should be a thigh joint, knee joint, ankle joint, ball joint and toe joint.
Now I guess u want to get the bolt geometry to rotate with the thigh joint. U can achieve this in two ways.
1. Make a new independant joint at the bolt's position (say bolt joint) and then link it to the thigh joint. Now link the bolt geometry to the bolt joint.
2.Directly link the bolt geometry to the thigh bone.
Cactus Dan
07-09-2006, 04:06 AM
Howdy,
Well, I'm not sure what software you're using, but if you want the leg to behave like this...
http://www.cactus3d.com/SocketHip.mov
... then I would set the hierarchy up like you have it:
http://www.cactus3d.com/SockeHierarchy.jpg
BUT have the hip (ball & socket joint) pointing to the IK Handle instead of pointing to the thigh joint. Use an Aim Constraint with a target and up vector for the Hip joint, and a Pole Vector IK handle for the Thigh joint:
http://www.cactus3d.com/SocketSetUp.jpg
This type of setup should be possible in most software, as long as you have an Aim Constraint with a target and up vector, and a two joint limb IK with a pole vector.
Adios,
Cactus Dan
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