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bugzilla
02-01-2003, 06:48 AM
I am trying to do some character animation in C4D v8. I have successfully created skeletons for several of my creatures but I have started to have a weird problem with the bones that make up the facial structure.

I draw the main skeleton chain from the pelvis to the head. I add a new bone deformer and move and reshape it using the MOCCA Bone Tool until it matches up the geometry it is supposed to deform. I fix the bone with the Bone Tool and translation tool, then I drag it under the head bone to be a child of that heirarchy.

This is the exact same workflow I use for other parts of the body (arms, fingers...), but when I rotate the head, the bones parented under it do not rotate at the samed rate as the head bone. They fall more and more behind the more I rotate the head bone.

Has anyone had a similar problem and how do I circumvent it?

JoshM
02-01-2003, 08:31 AM
Originally posted by bugzilla

I draw the main skeleton chain from the pelvis to the head. I add a new bone deformer and move and reshape it using the MOCCA Bone Tool until it matches up the geometry it is supposed to deform. I fix the bone with the Bone Tool and translation tool, then I drag it under the head bone to be a child of that heirarchy.



Basically whats going on is you're fixing the bone to a different position. You fix it then move it to be a child of the head bone in which its coordinates are completely different. So in return the bone is deforming the geometry from its first fixed position not its current position.

To solve this you would want to move the new bone as a child of the head bone while its still unfixed. After the new bone is a child of the head bone, fix all bones or just that bone. This will fix the bone to its position as a child of the head bone. HTH

-Josh-

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