View Full Version : rigging question ..
i want to rig a character.. he is going to need alot of range of motion on his arms.. for example i want his hands to be able to reach straight up in the air .. i heard that there is a few problems i could encounter such as the geometry twisting and things like that .. can anyone shed some light on this .. the most extreme pose his hands will do is reach straight up in the air .. and reach straight back like he is ready to jump ..
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kamsvag
08-04-2003, 01:06 AM
no problem, just wieight him as good as you can, and for those extreme poses, create 'blendshapes' wich compensate for the deformation of the mesh that you do not want.
Cheers.:D
loked
08-05-2003, 09:33 AM
kamsvag is right, but there are other things you can do as well. If you are using maya, then influence objects and extra joint placements can also help in getting better deformation.
You should really go check out the rigging forums. There is a lot of questions just like this asked and there is a lot of great input from a lot of great people. So go check it! :thumbsup:
later:wavey:
loked
kamsvag
08-05-2003, 11:52 AM
There's easy ways of fixing the shoulder and there's some trickyways (wich have their advantages).
One tricky way includes;
A; * one chain of bones for weighting.
B; * one chain of bones to controll the weighting bones.
C; * one chain of bones to animate in FK with influence on the B-chain.
D; * one chain of bones to animate in IK with influence on the B-chain.
Then you can remove the x-rotations from the bicepBone on the A;chain, and alow them to happen on a seperate joint between the bicep and elbow. This makes the weighting easier, but rigging a bit more of a pain.
The easier way would be to add influence-objects and give them influence over the areas where the deformation doesn't look good. These influence objects should then be used with driven keys. This can also be used to simulate some muscle buldging.
And then you also have the option of blendshapes, driven with setdriven keys.
Hope this helped.
Cheers!
thx for all the help guys .. i havent gotten around to actually testing the rigging yet.. hell i havent even modeled my character yet :) .. but its noce to know what i'm up against.. i had remember seeing a video a long time ago from a guy who work at aliaswavefront showing how to rig and ik/fk switch i thought it was alot of work .. i must dig it up and watch it again .. i thought that technique was outlawed .. maybe something alot easier and as effective :) ...
another question .. if i modeled a head for animation .. i have to model a few key poses for speaking .. but lip movement and eye/brow movement i can use a wire deformer for that .. to complete the emotion ..
loked
08-06-2003, 09:55 AM
Originally posted by d0c
i had remember seeing a video a long time ago from a guy who work at aliaswavefront showing how to rig and ik/fk switch i thought it was alot of work .. i must dig it up and watch it again .. i
Go here and go to the support section. You'll find a pdf tutorial that combines a nice shoulder twist setup with IK/FK blending. Probably the exact thing you looking for:
Back2Back Website (http://infused.f2o.org/Back2Back/site/)
Good Luck:thumbsup:
later:wavey:
loked
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