View Full Version : twising forearm bones like CharacterRigger
Mahlon 02-26-2003, 01:41 AM I'm trying to figure out the best way to do twisting forearm bones. So far, I'm disecting Michael Comet's Character Rigger, which seems a good solution, but there's one part I don't understand.
I don't understand where he gets the Internal Twist Calculation Parameter in the char_lowArmReaderLINT from. And how do you put that value in the attribute holder of char_lowArmReaderLINT?
I think this is where mine is not working. The extraTwist works fine, though, but I'm not getting the normal autoTwistPct to work.
If anyone has suggestions for this -- or other methods -- please share.
LFShade, if you're reading this....I think you might be the man. Did you ever get your stretchy bones/expressions worked out?
Mahlon Bouldin
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BrandonD
02-26-2003, 02:18 AM
CS4 has this built into Biped, btw.
LFShade
02-26-2003, 03:39 AM
Mahlon -
I did get the stretchy expression thing working, but my forearm twist solution needs some work. I haven't been able to fully reverse-engineer Comet's twist setup. I don't think it's anything too tricky, it's just that all those dependent points and controls requires a lot of time and patience to sort through. I haven't found that time or patience yet.
I'm working on getting my rigging stuff together so I can get it up on my website. I'll let you know when that starts happening ;)
Mahlon
02-26-2003, 05:06 AM
Thanks. I'd like to see what you come up with. My problem with Comet's forearms comes right down to that one little factor --the internal twist calculation parameter. It's a floating point that stays constant that he's getting from somewhere....hmmm. i don't know. And then I'm not sure how he's implementing that into the custom attribute holder of that object. It's different from a normal CA holder.
Yeah, I'm really glad that twisting is built into CS4 now. Awesome addition. I just wish stretchy bones were as 'built in' as twisting is in the Biped rig. I mean I'd like for it to stretch just by pulling on the hand IK, automatic. Maybe one can script some automatic stretching on biped bones?
I'm finishing up a rig, though, that I started before we got CS4.
Mahlon
tonygib
02-26-2003, 05:10 AM
Mahlon, have you considered sending Michael an email, he's a great guy, I can assure you that he will answer your question.
gaggle
02-26-2003, 08:04 AM
He even has his own forum over there! :)
LFShade
02-26-2003, 04:26 PM
Yeah, but he's much too busy these days to spend any time answering Q's at his forum. Still might get him by email, though!
Mahlon
02-26-2003, 05:32 PM
Thanks tonygib,
I think I'll have to e-mail him 'cause it's beyond me li'l grey matter to figure out. I just hate bugging people unless I have to.
Mahlon :beer:
tonygib
02-28-2003, 12:14 PM
np, yeah I've "buged" him a couple of times, but only as a last option, currently I am still tring to work out how to add my own custom attributes to the CTRL objects in his Charrigger. If the script has already used the attribute holder and added one or more custom attributes (figure curls, forarm twist, etc) then max just will not let me add my own.
With luck I may not have to ask him, but its not looking good, so i'm just leaving it for a while till I do, since its not something I need to know right now :)
EDIT: Once you find out the answer to your question, care to share all the details here, may save someone else from bugging him.
Mahlon
03-01-2003, 12:27 AM
Sure, no problem.
Mahlon Bouldin
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