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View Full Version : Rigging Forearm for Twist


J-Dude
08-07-2007, 02:53 AM
I've been doing 3D animation for a significant while, but I've never had a teacher who taught any sort of specifics in rigging, so in rigging I feel almost woefully ignorant. I use 3D Studio Max 7.

Basically, I designed my character specifically to start out as low-poly as possible so rigging would be easy. This approach has payed off greatly thus far in the creation process, and nearly the whole rig behaves exactly as I would wish it to. At least this was my impression, until I remembered the twist of the forearm.

As far as rigging goes, I use the biped for my bone-structure and I use physique as my rigging modifier. When I first tested out the twist of the forearm (with the wrist of course) I did not have, nor have I ever used the "forearm twist" bones option, and so the wrist would twist independent of the arm, and the wrist would twist into a poly-collapse.

To fix this, I tried editing envelopes and vertex influence between the forearm and the wrist, and got a half-way decent twist. This however, backfired when I realized the changes I had made in favor of the twist, gave the wrist far too much influence over the arm when performed simple "up-down" flexing.

Finally, I remembered the forearm twist bones which before had sounded entirely unnecessary, and tried applying them to the rig. However, to my disappointment, I discovered that either the rig did not recognize the new bones, or else I had no control over their degree of influence.

I decided to test what I could do with the skin modifier instead. But in my opinion, skin is a heavy-handed and clumsy tool in comparison to physique. While I got a half-way decent twist out of it, I was less than satisfied with how skin handles the rigging.

I want to find a happy-medium between the two. Perhaps I'm doing something wrong in physique? Could anyone perhaps offer a little friendly advice to this conundrum?

Ruramuq
08-07-2007, 09:05 PM
The position of the bones matters a lot, and physique is already old, I thought it was better than skin in MAX 2, but skin now has many tools, it is much easier than physique, from my point of view. With physique you need to alter the biped rig, I used to do fancy things with biped bones to get a good deformation.

animate your biped limbs from 0 to 90 degrees, once you've done that, go to the skin modifier and modify the envelopes, moving the timeslider to see how is each bone influencing the mesh. use a real skeleton as a visual aid to place your bones under the skin.

to have a smooth deformation with twist links, usually you have to do something special with envelopes,, you have to scale them down by moving their controls, and later increase the outer envelopes sizes.

http://img.photobucket.com/albums/v360/Ruramuq/RIGGING/ruramuq-twistlinksenvelopes.png
» twisted links (http://photos1.blogger.com/blogger2/2911/683772047776135/400/RIG%20twist%20bones%20SKIN.png)

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