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jonathanmarshall
01-20-2010, 04:19 AM
im gonna keep the text light, and hopefully my pictures explain the problem easier.
im a bit of a rigging noob, so hopefully its easy to understand :p
anyway, I had a problem with my last animation were things were not parented properly, so that when i move things, connecting joints wouldnt follow. do i have to keyframe all joint controllers? or is there a special way to parent stuff?

http://i212.photobucket.com/albums/cc57/trojan_Warrior_2000/righelp.jpg

and a perspective view of my rig (havnt put ik etc. in yet cos im still testing)

http://i212.photobucket.com/albums/cc57/trojan_Warrior_2000/Picture2.png

thanks in advance, oh, and i can try and upload my project file if it thats helps?
and if you request any additional info, please say so:)

Darksuit
01-20-2010, 02:31 PM
Some notes.

Just in general. If I was doing this rig...

I would also start out with Polygons instead of Nurbs or Sub-Ds unless it was a requirement of an assignment.

Move the root joint back the pelvis. Saves time and trouble in the long run.

Reduce the Number of bones in the face, you only need a joint for the most part in the places you are going to rotate or need to hold weight. The Head can be held by 1 joint and the Jaw by 1 joint. Ears only need 1 joint a piece.

Unless your doing something really funky the upper lip would be bound to the Head joint.

What are the Requirements of the rig/animation What does the Rig need to do?

The type of parenting will all depend on the type of control setup that you are using, IK (Inverse Kinematics) or FK (Forward Kinematics).

A good rule of thumb is to always keep the control Rig (Controls and Joints) in one group and the Geometry in a separate group. Controls should usually mimic the Bone structure in their Hierarchy, ie. My Joints and my Controls will look identical in their Parenting.

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