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agour
01-03-2010, 10:46 PM
Hey,

This is my first time trying to rig up a charactor from scratch, and as you can see the result is a bit messed up in places.

The charector was modelled in some awkward pose, as you can see below
http://img69.imageshack.us/img69/2162/frontviewk.jpg

After attatching the skin etc, I keep getting errors in the skin bounds all over the show, and its really annoying.

http://img35.imageshack.us/img35/8623/fronttopview.jpg

Do you think its worth going through the skin and manually changing where the skin is bound to, each time I get errors, or starting the rig again?

Or can you give me any tips to help making the skinning process less problematic?
Thanks!

thebrianproject
01-03-2010, 11:30 PM
It's hard to tell what the problem is from the pictures. It looks like either the shoulder joint or the shoulder joint's local rotation axis might be messed.

agour
01-04-2010, 12:30 AM
It's hard to tell what the problem is from the pictures. It looks like either the shoulder joint or the shoulder joint's local rotation axis might be messed.

Ah, everything was zero'd out when I was building the rig, so I figured it should have been alright.
I think working with a model that didnt start in a T-pose might have thrown me off possibly.

http://rapidshare.com/files/329965593/Skeleton_ik_rigged.zip
If anyone could quickly check it, it would be great :) Im still very new to maya, so its usefull to have some feedback :D

Thanks!

Edit: The deformation is only occuring when I try to animate the model, the limb isnt
twisted to begin with.

thebrianproject
01-04-2010, 02:50 AM
I just took a look at it and the skin weights need to be painted. The elbow joint is affecting verts that are up on the shoulder and it should have no effect up there.

agour
01-04-2010, 10:39 AM
I just took a look at it and the skin weights need to be painted. The elbow joint is affecting verts that are up on the shoulder and it should have no effect up there.

Thanks, hopefully itll work better after tuning :)

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01-04-2010, 10:39 AM
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