peepshow
03-21-2007, 11:26 PM
After creating anatomical arm and hand skeleton and all hand and arm muscles..i have rigged the skeletal arm to good effect with pronation/supination movement. I have created a series of bones along the forearm which the muscles are skinned to and wired to the wrist controller to get good twist of the muscles during the pronation/supination of the arm.
The problem is that some of the muscles will not rotate well, mainly the ones nearest the radius bone, or intersect with the mesh bones or other muscles. I have just applied basic skin modifier at the mo and will later be applying skin morph, although this wont stop the muscles deforming and intersecting.
i think its partly due to the way the radius rotates around the ulna that messes up the twist.
Are there any good ways of skinning or rigging muscles so as to follow more efficiently the orientation of the radius and ulna bones of the forearm and maintain there original form??
The problem is that some of the muscles will not rotate well, mainly the ones nearest the radius bone, or intersect with the mesh bones or other muscles. I have just applied basic skin modifier at the mo and will later be applying skin morph, although this wont stop the muscles deforming and intersecting.
i think its partly due to the way the radius rotates around the ulna that messes up the twist.
Are there any good ways of skinning or rigging muscles so as to follow more efficiently the orientation of the radius and ulna bones of the forearm and maintain there original form??
