tonygib
01-17-2003, 08:29 AM
Hi all,
OK, I may be missing something very obvious but does the Angle Deformer options in the Skin modifier have one very serious limitation.
You set up your bones, add a Skin modifier, adjust envolopes and if needed specific vertices till you have a mesh that deforms pretty well. But of course when that mesh deforms during aniamtion, some parts will move or pinch into a shape that is just wrong. The most common spots are at the elbow and knee. So the solution is of course to apply an Angle Deformer and adjust the shape of the mesh when say the arm is bent back onto itself.
Well that all works just fine, since both the elbow and knee only bend or rotate in a single direction or flat plane. But what about the shoulder? That can bend in two plane's, ie the arm can move both up/down and front/back. Now the problem I am having, is that if I position the arm out in front and apply an angle deformer to fix the pinching, when I move the arm up the forward deformer applys once again.
So, is this correct, the angle deformer works ONLY on a single angle, it doesn't matter if that rotation is in the X, Y or Z planes, it will apply it just the same.
If this is the case, whats the solution? How do I have two independent angle deformers that will apply a different mesh adjustment depending on the rotation of the shoulder and I assume will blend the deformation when the arm is rotated in both directions? Which basically happens all the time.
thanks
OK, I may be missing something very obvious but does the Angle Deformer options in the Skin modifier have one very serious limitation.
You set up your bones, add a Skin modifier, adjust envolopes and if needed specific vertices till you have a mesh that deforms pretty well. But of course when that mesh deforms during aniamtion, some parts will move or pinch into a shape that is just wrong. The most common spots are at the elbow and knee. So the solution is of course to apply an Angle Deformer and adjust the shape of the mesh when say the arm is bent back onto itself.
Well that all works just fine, since both the elbow and knee only bend or rotate in a single direction or flat plane. But what about the shoulder? That can bend in two plane's, ie the arm can move both up/down and front/back. Now the problem I am having, is that if I position the arm out in front and apply an angle deformer to fix the pinching, when I move the arm up the forward deformer applys once again.
So, is this correct, the angle deformer works ONLY on a single angle, it doesn't matter if that rotation is in the X, Y or Z planes, it will apply it just the same.
If this is the case, whats the solution? How do I have two independent angle deformers that will apply a different mesh adjustment depending on the rotation of the shoulder and I assume will blend the deformation when the arm is rotated in both directions? Which basically happens all the time.
thanks
