Aneurysm
02-06-2003, 05:10 PM
I'm having some problems/questions dealing with deformations of smooth skin and joints/bones, hope you guys can help me.
1. In the process of testing out my character rig, I noticed that some joints weren't deforming properly, like the elbows and fingers. I rectified those issues by adding more bones in certain places, but another problem arose:
I have my arm skeleton setup with an elbow joint, and then shortly after it, a joint specifically for the rotation of the forearm. As stated I fixed the elbow problem with more joints. However, this had the undesirable effect of improper forearm deformation (i.e. I would get unwanted crevases and bulges). How can I fix this (note: paint weights doesn't seem to do much)
2. Similarly, I tried the same "adding of bones for proper deformation" in the shoulder and hip. However, no configuration of bones that I've tried can make these joints deform properly, mainly because 1. such joints can rotate in any direction (unlike the elbow), and 2. There's no stable places to parent the joints to (i.e. If I have a joint in the bicep to control elbow deformation, I can connect it to the shoulder with no problems. However, conmnecting joints to the shoulder for it to deform properly lead to unwanted deformations when the shoulder is rotated). How can I get these joints to deform the skin properly without the use of paint weights?
3. The upper body is another problem, mainly with the pectorals. I tried putting in some bones in the chest to keep part of the pecs in place while the rotation of the elbow would deform the other parts. However, this too will not deform properly. This is especially true, when I try to move part of the spine (the bottom of the pecs cave in).
4. On another character for the same project I had to use blend shapes to achieve an eye blink, which mean lots of pint pulling (argh). Is there any other way to control an eye blink and have the lid conform to the eye ball (note that the eyelid is a seamless part of the rest of the geometry)? Should I model my eye lids closed instead?
Sorry I ran long, hope you guys can help.
:cool:
1. In the process of testing out my character rig, I noticed that some joints weren't deforming properly, like the elbows and fingers. I rectified those issues by adding more bones in certain places, but another problem arose:
I have my arm skeleton setup with an elbow joint, and then shortly after it, a joint specifically for the rotation of the forearm. As stated I fixed the elbow problem with more joints. However, this had the undesirable effect of improper forearm deformation (i.e. I would get unwanted crevases and bulges). How can I fix this (note: paint weights doesn't seem to do much)
2. Similarly, I tried the same "adding of bones for proper deformation" in the shoulder and hip. However, no configuration of bones that I've tried can make these joints deform properly, mainly because 1. such joints can rotate in any direction (unlike the elbow), and 2. There's no stable places to parent the joints to (i.e. If I have a joint in the bicep to control elbow deformation, I can connect it to the shoulder with no problems. However, conmnecting joints to the shoulder for it to deform properly lead to unwanted deformations when the shoulder is rotated). How can I get these joints to deform the skin properly without the use of paint weights?
3. The upper body is another problem, mainly with the pectorals. I tried putting in some bones in the chest to keep part of the pecs in place while the rotation of the elbow would deform the other parts. However, this too will not deform properly. This is especially true, when I try to move part of the spine (the bottom of the pecs cave in).
4. On another character for the same project I had to use blend shapes to achieve an eye blink, which mean lots of pint pulling (argh). Is there any other way to control an eye blink and have the lid conform to the eye ball (note that the eyelid is a seamless part of the rest of the geometry)? Should I model my eye lids closed instead?
Sorry I ran long, hope you guys can help.
:cool:
