View Full Version : Bone rig mishap
Applestarr 06-29-2009, 09:49 PM I was told to use bone tool and skin modifier instead of biped and physique. I'm having problems with the bones in the arms. I could use a little tutorial on this, I can't find one that has bones and skin, they all seem to be using biped and physique
Before:
http://i42.tinypic.com/e5mot4.jpg
After:
http://i42.tinypic.com/2uikxs0.jpg
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scrimski
06-29-2009, 10:23 PM
You could use a tutorial about how to describe your actual problem(what is it exactly?), how to post screenshot without wasting space and how to google.
http://www.3dtotal.com/pages/tutorials/tutorialsmax_ani.php
http://www.jhaywood.com/croiProject.htm
http://www.3dtotal.com/pages/tutorials/max/joanofarc/joanmenu.php
Why do you have no clavicles, but three bones in the legs?
dunkelzahn
07-01-2009, 11:42 AM
Oookay, time out ;)
It seems like you never rigged a humanoid character, right?
Then I advise you to use biped! Why, because you just draw up a rig and it is there (complete with clavicle and IK attached). As a beginner it will be a lot more fun than a faulty rig you created from scratch (And no, a homemade rig is no option here, because you will have to learn a lot of stuff biped does autmatically).
First step: Your biped. Scale it to the rough size then go to figure mode and scale your joints so the proportions are roughly the same as your characters.
Second step: Your model. Is it high-res? Well then youŽd better make it low-res for rigging purposes ( A low res model for rigging and aTurbo Smooth node applied on top for the looks is your friend here), otherwise your next stop will be FUBAR hell.
Next step: Skinning. Skinning uses the skin modifier and it is all about scaling little ballons to the rough size of your bone and then getting mad because it doesnŽt work or you realize your model is terribly detailed and you need to adjust 1000s of polys by hand). Hehe, just kidding. Use the skin modifer, add all bones (no, not the root joint and not your end effectors of your fingers and toes) and then do a rough layout of your areas of influence. Do an animation test, see where fine tuning is neceesary, then start tweaking and adding influences to poly by hand.
Last but least, read the manual tutorials on skinning. Trust me, they are that good and you will save a lot of time and work.
Have fun
Chris
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