ossosso
03-14-2007, 06:20 PM
Hi everyone!
I don't understand the reason why this happens, thank you in advance for any helps:
This is a simple rigged and skinned character with an FK setup for the Arm.
(copy and paste the link on the address window to see the images)
http://www.ossosso.altervista.org/image01.jpg
I've applied a BlendShape and a Set Driven Key in the way that when the elbow rotates, the bicep muscle expands (the blendshape value switch from 0 to 1), and the elbow area doesn't lose volume.
http://www.ossosso.altervista.org/image02.jpg
The problem arrives when I rotate the shoulder (or any other spine or hip bones) forward and backward (also up and down)
http://www.ossosso.altervista.org/image03.jpg
http://www.ossosso.altervista.org/image04.jpg
You can see that the elbow area continues to deform also if the rotation value of the Elbow_joint remains fixed.
I have to say that creating the BlendShape I've used a "Parallel" Deformation Order, and maybe this could be the reason, I don't know; I've tried using a "Front of Chain", and it seems to work better, but I've to deform the target geometry in a strange way to obtein good result.
Anyway. Any explenation or advice will be well accepted.
Thanks.
I don't understand the reason why this happens, thank you in advance for any helps:
This is a simple rigged and skinned character with an FK setup for the Arm.
(copy and paste the link on the address window to see the images)
http://www.ossosso.altervista.org/image01.jpg
I've applied a BlendShape and a Set Driven Key in the way that when the elbow rotates, the bicep muscle expands (the blendshape value switch from 0 to 1), and the elbow area doesn't lose volume.
http://www.ossosso.altervista.org/image02.jpg
The problem arrives when I rotate the shoulder (or any other spine or hip bones) forward and backward (also up and down)
http://www.ossosso.altervista.org/image03.jpg
http://www.ossosso.altervista.org/image04.jpg
You can see that the elbow area continues to deform also if the rotation value of the Elbow_joint remains fixed.
I have to say that creating the BlendShape I've used a "Parallel" Deformation Order, and maybe this could be the reason, I don't know; I've tried using a "Front of Chain", and it seems to work better, but I've to deform the target geometry in a strange way to obtein good result.
Anyway. Any explenation or advice will be well accepted.
Thanks.
