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geoffr
03-11-2003, 02:34 PM
Has anyone boned a hand which correctly simulates the way the skin 'mounds up' when the thumb is positioned next to the first finger? I'm making a character at the moment (a long way off finishing) and I tried to see if I could make it happen with bones but no joy, the skin just buckles and folds in on itself even wih weighting and claude bonnet.
Has anyone managed to do this succesfuly with bones or maybe with a combination of techniques?
Any help would be appreciated as if I have to change the model, now would be a good time whilst I'm still modeling.
I'm using v8 on os9

AdamT
03-11-2003, 03:16 PM
I haven't done it, but I'm sure you could use Posemixer to accomplish this. You'd have to do some point-level adjustments on the closed-thumb pose....

Wilson-3d
03-11-2003, 03:30 PM
I agree with AdamT. Posemixer would work well. I just also wanted to mention adding another bone restricted to that specific area. With xpresso you could have the bone raise slightly when the thumb rotated in the axis toward the hand. This would take a little longer to set up but would probably save time when you started animating.

geoffr
03-11-2003, 03:46 PM
I thought that was the way to go.
I'm just starting out with posemixer (I'm going to use it for the facial expressions) so I have a question:
If I use bones to move most of the hand, can I then move the individual points in the same pose to get the best position? I know that the mesh resorts back to its rest state when you try to edit it when the bones are in use.
I was just wondering if anyone had actually done this before (I can't believe people just make do). I want the hand to look as acurate as possible as there will be close ups.

Wilson-3d
03-11-2003, 04:11 PM
Yes you can do this. If you move your geometry with bones and then tweek the geometry by moving points the geometry is morphed from both with posemixer. Just as long as it was the same original object you started with.

geoffr
03-11-2003, 09:54 PM
Thanks for the input fellas. I'm chomping at the bit to get going with the whole rig and posemixer combo but I've just got to take my time with the modeling first. As they say, don't try to run before you can walk, which is a bit difficult if you haven't modeled the feet yet!

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