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Vandjo
04-28-2009, 12:44 PM
Hi

I'm struggling a bit with rigging breasts in maya 2009 for female characters so that it moves realistically. Jiggle modifier doesn't incorporate gravity and good deformation.

I went all over the web looking for forums and tuts that can give me a bit of insight into the matter.




I came across a tut for XSI that in theory would work in maya as well.

It consists of placing objects to the top, sides and right in front or on top of the nipple area of the breasts(this is all done after rigging and animation). Then parenting the side and top objects to the rig. Then making a aim constraint on the individual breast bones(rigged with one bone each) to there objects in front of them. So that now I have the body and the side and top objects moving with the rig. The breast area that is (aim)constrained to the objects in front of them is working fine (by deforming while aiming at the objects thats static for the moment).

Then I made all the objects(including the one's the breasts is aiming at) surrounding my rigged mesh soft body's. I created springs between the aim constrained soft body objects in front and the soft body's thats parented to the rig and put gravity on the aim constrained soft body objects in front. This should work in theory and would work perfectly when the character bend backwards or forwards, deforming the breasts with gravity and (spring) stiffness.

It did not work.




That was one way.

The other way was maya orientated and suggested that (again, after rigging and animation has been done) you turn you're character into a soft body and paint the soft body weights on the breast area. This did not work for me. After I made it a soft body, not only couldn't I paint the weights(it gave me a error message about the soft body not having goals). It wasn't rigged anymore. It fell through my rig to the ground.




Can somebody please help me with a detailed explanation for this softbody problem and how to solve it. Maybe/probably I just did something wrong or didn't do something.
I'm so desperate, I'm beginning to experiment with nMesh combined with rigs.

Lomax
04-30-2009, 02:37 PM
I'm not sure what it's for, but it doesn't have to be difficult - Add some joints to the breasts for FK control, then use the jiggle deformer and some careful weighting to add some follow-through on top of that.

For softbodies, you'll want to use the "make copy soft" option, with the original skinned mesh as a goal.

nMesh/nCloth could also work, but you have to ask yourself if the effort will be worth it. From my experience, 95% of the time it just isn't.

Poroksy
04-30-2009, 04:56 PM
I would suggest you use very simple soft body object, like a 2-point curve, to do the simulation and drive some joints. And then use the transform information of the joints to drive a few blendshapes, such as breast to the left, breast right, breats up, etc. The deformation of breast is hard to describe by simple joints or even muscles, so using blendshape could give you the best control over the deformation result.

I was always driven crazy by doing simulation on the entire mesh, sometimes it works when in motion, but it won't stop.

Coyote12
05-01-2009, 06:57 AM
I actually know of a few ways to realisticly rig a breast in Maya you might try, I'm a guy go figure. One method is you build a single joint chain from the base of the breast to the nipple. Make a spline Ik for the chain and have it make the curve. Delete the Ik handle but keep the curve. Make the curve a Hair with the hair system. Then remake the spline Ik only now select the curve after the two joints and have it use that curve for the spline Ik. Tada you now have really awesome dynamic breast that you can tune by controlling the hair settings. The other is to use Maya Muscle and paint some nice jiggle on the skin and make a influence object. Then there is just making spline Ik spine and using soft constraint on the controllers.

Good Luck

joel3d
05-03-2009, 05:50 PM
these are good response's!

I can also think of a bunch of ways to do this. For example this one based on Coyote12's idea and only took me about five minutes.

http://joel3d.com/Images2009/boobRig.gif

Download Maya 'Bonus tools'. There is a tool to set this up almost automatically and you can choose your own dynamics solution, Hair, SoftBodys, Jiggle...Its called 'Make joints Dynamic'. Basically splineIK handle being driven by curves.
I also used a couple of poly spheres with Maya Muscle 'multi collide deformer'. That could be used as influence objects.

Have fun! hehe.

Coyote12
05-03-2009, 09:36 PM
Hey Joel 3d nice job the dynamic hair mixed with muscle I think is the best way to go. Whats worse? That we know all these ways to rig breasts or that someone programmed Maya so that it was easy to do?

Vandjo
05-04-2009, 07:44 AM
Thanks guys for all u'r input. And thanks joel3d. That looks awsum. Will look into it as soon as I've replied.
(sorry for my spelling and I hope this is not too explicit)
This is what I've come up with in the time that I've been waiting for replies. I think I've experimented a bit too much.
Its the XSI idea that I've mentioned. I've got it working in maya now.


file://propc/shared/boob_rig_v01.gif

I boned the breasts with 2 bones each but u can use just 1 bone for each and put it on the tip of each breast. Then I painted the weights on the breasts for each bone. Take notice that the bones is part of the rig, but not parented. Made the obtjects that is kinda placed on the ribcage and made them passive rigid body objects and parent them to the rig. The next step is to parent the breast bones(that I've put infront) to the front object and make them ACTIVE RIGID bodies. Then u can put Spring constraints from each of the passive rigid objects to the active rigid object in front. Give the two active rigid bodies(in front) gravity and done. U'r gonna hav trouble with the springs at first but play with them for a bit.

Thank guys for all the help! Will come back to u when I look into joel3d's method.

P.S.- Oh, I dont know if I've posted the ".gif" right, so I dont know if its gonna show at all.

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