View Full Version : rigging - talk ??
Polimeno 06-12-2008, 04:30 AM how do you think if we make some "rigging talk" to share some tips ?
examples :
1 - foot pivot
2 - space switching
4 - inherit arms
5 - mirror poses with matrix transform or quaternion
6 - non flipping knees / elbows
7 -
8 -
what do you think ?
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Polimeno
06-12-2008, 04:08 PM
first researchs:
http://student.vfs.com/~m07goosh/rigging101/packageman.htm
http://forums.cgsociety.org/showthread.php?t=295221
http://forums.cgsociety.org/showthread.php?t=356478
http://www.blendernation.com/2007/05/06/leg-rig-by-daniel-martinez-lara/
http://www.highend3d.com/maya/downloads/character_rigs/Bloke-4264.html
http://www.highend3d.com/maya/downloads/character_rigs/Blik-5075.html
Well i started of thinking of using a keyable pivot for the feet, wrists etc - but after working and testing ideas with an animator here i stuck with a controllable foot pretty similiar to Jason's
Animator Friendly rigging setup.
All the basics: roll, side to side, spin, toe etc but also added the ability to key at what angle the foot starts to straighten and at what angle the foot is completely straight - described in his papers.
Keyable pivots are great an all - but can tend to over complicate the rig, animators want simple controls and only really use pivots for big changes like the whole torso etc..
Mirroring and scaling are the last on my plate, but from what i can basically gather is that you get the transform space of the object relative to plane space i.e the torso.
tm = (Leftarm.transform * inverse torso.transform)
then you multiply it by a mirrorred matrix as Bobo discussed.
ntm = tm * matrix3 [-1,0,0] [0,1,0] [0,0,-1] [0,0,0]
and then multiply this by your plane space.
rghtarm.transform = ntm * torso.transform
but im not sure - havent got to that part yet in my study.
Polimeno
06-16-2008, 12:17 AM
controllable foot pretty similiar to Jason's Animator Friendly rigging setup.
All the basics: roll, side to side, spin, toe etc but also added the ability to key at what angle the foot starts to straighten and at what angle the foot is completely straight - described in his papers.
cool,
but i couldnīt figure out how you did the ability to key the foot where those kind of angles occurs.....
please eek,
tell me more about it.
EDIT:
what do you think about the way CAT and PUPPETSHOP (Kees Rijnen) treats the pivot system ?
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