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oXYnary
08-16-2003, 12:11 PM
Rigging CS: Customized Biped help!

(I posted this on Buzz, so if you already saw it there) I apologize, but sometimes one site will answer, while another wont. (And I really need to figure this out).


I gotten some help alone the way that has helped (big thanks to skullbox), and I tried to take what I could from the max help and tutorials.. However! Im at the 90% which takes the most time.. so... (Ive already wasted a day trying different ways to figure this out-and way past bedtime).

A human has two bone in the forearm. The Ulna and Radius. The Ulna is what bends from the humerous, and only "touches" the wrist. The Radius twists from the humerous and is what controls wrist twisting.

The Ulna can use the stock forearm on the biped. However the radius needs a special bone. One thats axis is from where the radius touches the humerous, but rotates from the wrist along this axis.

Sample:
http://www.oxynary.com/downloads/jack/animation_problem.jpgRIGHT ARM SHOWING

Skullbox gave me some great advice:


You can't delete the forearm of the biped, however you can use it in the rig, here's what you can do. You leve the biped as it is, and make two bones in the same place as the... bones

(ulna and radius). Make sure you delete the little bone at the end of the chain, and put a dumym in its place, which you have to link to the bone (other wise you'd have extra bones

exported, which is a waste).

Make an IK chain running from the bone to the dummy and link the bones to the upper arm, then link the IK solvers to the hand. Then finally physique the bones to the custom bones.

This way you can animate the model with the biped (including the forearm) and the ulna and radius would rotate automatically (within limits).




Other than again I dont need two bones since the ulna can use the stock forearm on the biped, and attaching the bone to the upper arm made it ignore all lower arms.. I followed as best I could.

Here is the result:
http://www.oxynary.com/downloads/jack/help.jpgLEFT ARM SHOWING


It almost works EXCEPT the bone will not rotate with the Ik chain as I twist the hand it kinda stutters a little but that it. I need it to rotate exactly the same amount as the IK*.

*I am using "IK limb" for the IK solver as I thought I read this works best for ut2003 (what character for).

EricChadwick
08-18-2003, 01:56 PM
Well, there are many ways to do this. But the real constraint for you is to make sure the system imports properly to the game.

These links might help you.

The Unreal Developer Network
http://udn.epicgames.com/
Lots of info here about skeleton support, I believe.

Polycount messageboard
http://dynamic.gamespy.com/~polycount/ubb/forumdisplay.cgi?action=topics&forum=2D+and+3D+Discussion&number=8
Many UT2k3 people here, willing to answer queries.

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