View Full Version : rigging problem, my skeleton is broken
Hello,
I'm doing a rigging and a character setup. I've finished it. All the bones, iks, controlers, connections...
But i've a big problem, when i move my root controler, all the skeleton is deformed. Why ?
Is there anyone who have an idea ?
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ErikSvensson
08-09-2007, 11:44 AM
Hey there :)
Looks like the nasty double translation problem. You have an IKspline in the torso, and probaby the IK-spline is parented to something and the clusters to controllers. if thats the case, you get double translation (1 for the parenting of the curve, and then 1 for the clusters).
Hope that helps!
Erik
Edit. If you use clusters, which i suppose you do, then just unparent the spline and you're good to go. Each CV of the spline must have a cluster, though, that is parented to the controllers.:thumbsup:
Yes i have an Ik spline curve in the torso and clusters.
My clusters are parented to the controlers arround the torso. (center of gravity, hipsway, back control, chestcontrol)
But my ik spline is parented to nothing. euh... my ik spline is in a Iks_group whitch is parented with constrain => scale to the global control. And the global control is parented with a constrain => parent to the iks'group. Is that the problem ?
And when i move my center of gravity (the controler of the hips) i have the same problem.
I tried in an other scene, with bones only. I created a chain fo bones for the torso. (see the bones.jpg) I created next an Ik spline from the main to the spine5. Next i created clusters : Hips, stomach, chest, back and i add another point on the curve to create rotateHips.
Then i parented my center_o_gravity to the root join with a constrain parent.
I parented the root to the moveback1 with a constrain parent too.
Then, hipsway to clusterHips. I add new bones for the hips tha i called hips2 (look at hips.jpg). I parent the clusterHips to hips2, then hips2 to hips. I add a constrain => orient from hips2 to clusterRotateHips.
Then i parent the back control to the moveBack2 and the moveback2 to the clusterStomach.
Idem with the chest control, the moveBack3 and the cluster chest.
And then, i parent the moveback4 to the cluster back.
And at this state of the rig, when i move the center of gravity, the skeleton become crazy again ^^.
I don't really know if it's comprehensible...
I try to move the root, before doing any connections with controlers, just with the spline and after creating the clusters and already, the skeleton is broken. Maybe ther is something with the spline... but what ? or, is there anything to do with the root join ?
I tried again, to build the torso. And then, it works... i didn't do all the conections but when i move the root, the spline don't move. Strange isn't it ?
But, i notice something. When i move my root, the bones and the Ik spline are following. But not the clusters. Do i parent the clusters somewhere if i want them to follow ?
I finaly find where was my problem !!
the skeleton became crazy when i put my clusters into the root_grp. (look at group.jpg)
So it's a problem and i don't know what to do for resolve my problem.
I tried many things, and i think my problem come from clusters. I notice into the advanced cluster options that there are deformation orders. I tried with split, it resolve a part of my problem, but created another one. I don't really understand what this parametters are for. And maya's help doesn't help me anymore.
ErikSvensson
08-09-2007, 08:52 PM
ok i'll try plot the process down here.
1. Make your bone chain.
2. Add an IK-spline along the joints, with the default settings.
3. Add clusters to each cv (start and end as well.)
4. Make your controllers that moves and rotates the torso, place each controller on each cluster.
5. Parent the cluster to the controller. then parent each controller from top to bottom.
6. Have the hipcontroller be parented to the "bottom" controller that moves everything. should work great. :thumbsup:
feel free to ask if something is unclear.
Erik
Edit. sorry, do NOT parent the clusters, just just parent constrain instead. :)
Edit2. Ok i made a file for you, it might not be exactly what you want, but have a look. :scream:
Thank you very much !
Finaly, i find what was my problem. I created the clusters in parallel and it works.
Thank you very much for your example, i'll keep it precously somewhere in my computer, it'll be certainly help me for my next rig.
I'm a beginner in rigging, and it was my first one. Not very easy. But finaly, i made it. Thank you again for your help.
Laëtitia
i have another question. Now, my rigging is ok. But i notice that my skinning is broken in the torso. It's because i had to rebuilt a part of my squeleton when i began the rigging.
In fact, all the skinning is not broken just the torso. I would like to remake it, but when i use the paint skin weight tool, all the bones that would influence the torso don't appear. How can i add them to paint my skinning again ?
Thanks.
Edit : I tried to detach the torso and to reatach it to the skeleton, and maya give me an error message : "can't attach the skin... go to bind pose" (something like that) but i can't go to bind pose, now it's rigging. How can i do ? can i create a new bind bose to attach my torso ? or can i add the bones in the paint weight tool ?
ErikSvensson
08-10-2007, 11:56 AM
You're welcome. :)
First, if you want to add ne w influences, use "add influence" on the skinning submenu. (select joint and skin, then add influence)
Regarding the bind pose. Its the one the mesh was bound in first off, but if you placed the joints different then it will keep whining about that (if the translate, rotate and scale isn't the same values as the previous bind pose).
You could try to delete the full history of the mesh instead of the detach skin. If that doesn't work, you have something in the hypergraph for the object, a node called... pose or something other, just go in and delete it on one bone and the bind pose thing should be gone.
Keep asking if you got more questions. :)
Erik
Yessssss !!! i found the bind pose in the Outliner and i deleted it. Then i could reatach my skin.
Thank you very much again for your precious advices.
ErikSvensson
08-13-2007, 11:46 AM
No problems man! :)
Erik
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