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mec6288
10-13-2006, 08:56 PM
I am having a hard time rigging where the leg meets the butt. I have a deadline and any help would be appreciated! Attached are examples. I can provide more information and pictures.

coldfuse[ofX]
10-13-2006, 10:35 PM
Hey there, i would like to know what software u are using?! the setup looks different to anything i have ever seen.

It looks like there might be a problem with ur modelling?! this may just be me talking rubbish, but it looks like when the leg is trying to bend the skin isnt really deforming enough for it to properly bend. Can you show a picture of the wireframe?!

or maybe someone will have another answer that may be right.

Hobs
10-14-2006, 09:45 AM
solution dont bend the leg back like that.....
seriously the a human leg does not bend backwards unless something is wrong. try rotating the pelvis forward instead. if you need it to go back like that for a leg dislocation scene you may have to look at skin morph targets.. but rotate the hip forward its the natural way. good luck with your project

eek
10-14-2006, 06:16 PM
solution dont bend the leg back like that.....
seriously the a human leg does not bend backwards unless something is wrong. try rotating the pelvis forward instead. if you need it to go back like that for a leg dislocation scene you may have to look at skin morph targets.. but rotate the hip forward its the natural way. good luck with your project

Err yes it does, and secondly animation tends to break reality, also a rig has to work in the extreme and the skinning has to as well, you cant force an animator into not breaking a rig, or forcing it. It looks to me as if you havent got enough bones, possibly a volume preseving bone and or cleaner skinning.

Hobs
10-15-2006, 11:04 AM
sorry gotta disagree on bending legs backward. I understand you have to give an animator what they want, but bending a leg back without rolling the pelvis forward would result in an off ballance animation.

coldfuse[ofX]
10-15-2006, 11:53 AM
I have to say Hobs, when i read that post i was like, you cant say that. Even if realisticly the leg cannot go that far back (terms for disscussion) to tell someone that they should not even be thinking about tryin to bend the leg back, is a little weird....especially from someone i see as being very helpful with riggin.

Anyway... not to go too off topic Like Ekk said skinning needs some work too, but again i dont know how much to the original model needs to be worked on.

rigwrxxs
10-16-2006, 08:45 AM
I would try skinning it smoothly, preserving the crease where you want it to bend, then play around with influence objects or a muscle objects that will help push the glutes back into position and preserve its form.

I work in maya, though its a WIP you can check out a pic here of what ive been working on for that particular muscle. You can see that the glute is holding a shape something that I can paint it to to keep its volume. btw im using CMuscle, but theres similar methods such as like adding influence, that do not need that plugin.

http://jwwrks.com/images/testleg.jpg

Illusion-shadow
10-16-2006, 01:33 PM
What I think you need is another two bones between the butt and the upper leg so you can skin the character better. These two bone will have a pivot point same as the upper leg and will have a orientation constraint to the upperleg bone and another bone, so you will have a gradual effect on the rotation of the bone as the leg bend back. I really have to look at your bone setup to tell you exactly how to achieve it, since I don't really know if you have a nub bone before your upper leg. Show some screen shot of your bone set up so I can help you better.

theflash
10-16-2006, 02:32 PM
where is the joint of leg and heap bones?

mec6288
10-16-2006, 06:47 PM
cold... I'm using 3dsMax8
Hob... i need the leg to bend back slightly, maybe a little hip rotation would help too. Just want to get full range of motion

rig.. i'll take a look at your work, I am using 3dsMax and biped with physique mod for skinning.

Ill... my bone setup is attached, simple max biped.

mec6288
10-16-2006, 06:56 PM
another problem i'm having is the skin from the legs passing through the shorts. they are both separate objects that are attached together as one object. (body, clothes)

theflash
10-16-2006, 07:14 PM
One thing I would like to say here is that when you have a cloth or accesory object attached to body, you need to be real careful in doing skinning and vertex weighting. (Esp tight clothing), otherwise intersection may become so frequent. But I gues not all the time you may avoid this problem so you may have to use morph gizmo or other method to correct such problems.

eek
10-16-2006, 09:36 PM
Are you skinning a subdivided model? if so why?

marktsang
10-16-2006, 10:37 PM
hi,
i wouldnt use physique if i were you, its not very good, skin is much better in later versions of max with far more features and flexibility. blending the weights more in the butt area will help, looks like you have verts weighted close to 1 on two bones (or parts of biped) and thats why you get bad creasing.

cheers,
mark

Aearon
10-16-2006, 11:41 PM
when skinning tight clothing you need to make sure that the topology of both meshes is very similar (ideally the same). if this is not the case inter-penetrations are almost impossible to avoid

if possible you can also delete the body mesh underneath.

Hobs
10-17-2006, 08:50 AM
sorry if my mesage seemed rude it was un intentional. i just wouldnt like to see somthing over worked for little effect. so i would look into using the skinmorph modifier and ajust the mesh for that range of motion. adding the extra bone would work well but i think you lose the abillity to add any deform mesh tools related to bones. - not that i have tried doing that but i think those tools rely on the parent object hmmm i should give it a go anyhow. any how i appoligise again .

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