BigMouth
05-13-2007, 12:44 AM
My new question... (5/29/2007)
hey guys!
new question for you all. up to the challenge? :love:
I have an arm that is being set up for both IK & FK use. I'm *really close on this one.
The problem is:
When I move the hand controller, it moves normally like an IK controller. This is good! This is what I want.
When I rotate the FK controllers (the pink circles), they work normally. This is also good.
So far, everything is working exactly how I want it.
However...
When I move the hand using the IK hand controller, it indeed works, but it DOES NOT bring the FK circle controllers along with it. The FK controllers stay behind, much like the eblow swivels. They still function, so it'll still rotate the arm when I rotate them, but I can't get the FK controllers to actually follow the arm when the IK controller moves the hand.
How do I fix this?
I've tried creating an Fk/Ik switcher, but for the life of me couldn't get it to work.
If I could just get the FK controller on the elbow to follow the arm when the IK moves the hand, I'd be very happy. I've tried constraining the FK Controllers to different parts of the arm, helper objects, etc... but they end up flipping and distorting the whole arm.
http://img.photobucket.com/albums/v678/ParkerD/question5.jpg
http://img.photobucket.com/albums/v678/ParkerD/question6.jpg
http://img.photobucket.com/albums/v678/ParkerD/question7.jpg
Any help you can give is greatly appreciated!
------------------------------------------------------------
question on 5-13-2007
My knowledge in 3ds Max rigging with bones is severly limited. I am trying to create my own rigg that does everything I need it to do, because Biped doesn't quite work as well as I like. Also, I'm just trying to make myself more marketable by being able to create production-quality riggs in addition to my main focus (animation).
I have been following some fantastic tutorials online, and bought 2 books on the subject, but they don't quite cover some of the obscure things that happen while I'm following along with a tutorial.
My first question:
When I'm in the beginning and just laid out a skeleton, I notice that bones will do this bizarre scaling/skewing thing whenever I rotate them. How do I stop the bones from stretching whenever I rotate them? (Yes, I tried just creating all the bones in 'top' view and using local euler control, and using the 'lock scale' feature in the Link Info under Heirarchy).
http://img.photobucket.com/albums/v678/ParkerD/question1.jpg
Second question:
Often times, a bone doesn't rotate at the end of the joint, but will rotate in the MIDDLE of the bone in a very unrealistic manner. How do I change the pivot point so it rotates properly at the end/start of the bone? (Yes, I tried adjusting the pivot point in the hierachy panel, but that ends up moving the entire bone chain itself).
Third Question:
For whatever reason, bones tend to get slightly off rotation when building the skeleton and linking the joints together. Is there a way to readjust independently so they that they are oriented correctly without affecting all the other bones in the heirarchy?
http://img.photobucket.com/albums/v678/ParkerD/question3.jpg
I'm sure I'll have a ton of more questions and will only post them in this thread instead of making a new one for each question.
I appreciate any feedback or advice from those who take the time to help me out. It's very much appreciated.
Also, I just ordered a few rigging DVDs from the CGAcademy. Has anyone already seen these?
Rigging FK Spine, Leg, and Foot by Paul Neale
http://www.cg-academy.net/pages/topic_rigging/dvds_rigging_intermediate_1/dvds_rigging_intermediate_1.php
Rigging Spline IK, Hand, and Arm by Paul Neale
http://www.cg-academy.net/pages/topic_rigging/dvds_rigging_intermediate_1/dvds_rigging_intermediate_1.php
The goal of the rigg I'm trying to create would be similar to Character Studio biped, but with stretchy/squashy limbs, and a spline IK for the spinke instead of an FK driven spine.
Thanks for reading! And for any helpful suggestions you can give me!
hey guys!
new question for you all. up to the challenge? :love:
I have an arm that is being set up for both IK & FK use. I'm *really close on this one.
The problem is:
When I move the hand controller, it moves normally like an IK controller. This is good! This is what I want.
When I rotate the FK controllers (the pink circles), they work normally. This is also good.
So far, everything is working exactly how I want it.
However...
When I move the hand using the IK hand controller, it indeed works, but it DOES NOT bring the FK circle controllers along with it. The FK controllers stay behind, much like the eblow swivels. They still function, so it'll still rotate the arm when I rotate them, but I can't get the FK controllers to actually follow the arm when the IK controller moves the hand.
How do I fix this?
I've tried creating an Fk/Ik switcher, but for the life of me couldn't get it to work.
If I could just get the FK controller on the elbow to follow the arm when the IK moves the hand, I'd be very happy. I've tried constraining the FK Controllers to different parts of the arm, helper objects, etc... but they end up flipping and distorting the whole arm.
http://img.photobucket.com/albums/v678/ParkerD/question5.jpg
http://img.photobucket.com/albums/v678/ParkerD/question6.jpg
http://img.photobucket.com/albums/v678/ParkerD/question7.jpg
Any help you can give is greatly appreciated!
------------------------------------------------------------
question on 5-13-2007
My knowledge in 3ds Max rigging with bones is severly limited. I am trying to create my own rigg that does everything I need it to do, because Biped doesn't quite work as well as I like. Also, I'm just trying to make myself more marketable by being able to create production-quality riggs in addition to my main focus (animation).
I have been following some fantastic tutorials online, and bought 2 books on the subject, but they don't quite cover some of the obscure things that happen while I'm following along with a tutorial.
My first question:
When I'm in the beginning and just laid out a skeleton, I notice that bones will do this bizarre scaling/skewing thing whenever I rotate them. How do I stop the bones from stretching whenever I rotate them? (Yes, I tried just creating all the bones in 'top' view and using local euler control, and using the 'lock scale' feature in the Link Info under Heirarchy).
http://img.photobucket.com/albums/v678/ParkerD/question1.jpg
Second question:
Often times, a bone doesn't rotate at the end of the joint, but will rotate in the MIDDLE of the bone in a very unrealistic manner. How do I change the pivot point so it rotates properly at the end/start of the bone? (Yes, I tried adjusting the pivot point in the hierachy panel, but that ends up moving the entire bone chain itself).
Third Question:
For whatever reason, bones tend to get slightly off rotation when building the skeleton and linking the joints together. Is there a way to readjust independently so they that they are oriented correctly without affecting all the other bones in the heirarchy?
http://img.photobucket.com/albums/v678/ParkerD/question3.jpg
I'm sure I'll have a ton of more questions and will only post them in this thread instead of making a new one for each question.
I appreciate any feedback or advice from those who take the time to help me out. It's very much appreciated.
Also, I just ordered a few rigging DVDs from the CGAcademy. Has anyone already seen these?
Rigging FK Spine, Leg, and Foot by Paul Neale
http://www.cg-academy.net/pages/topic_rigging/dvds_rigging_intermediate_1/dvds_rigging_intermediate_1.php
Rigging Spline IK, Hand, and Arm by Paul Neale
http://www.cg-academy.net/pages/topic_rigging/dvds_rigging_intermediate_1/dvds_rigging_intermediate_1.php
The goal of the rigg I'm trying to create would be similar to Character Studio biped, but with stretchy/squashy limbs, and a spline IK for the spinke instead of an FK driven spine.
Thanks for reading! And for any helpful suggestions you can give me!
