View Full Version : Fully Rigged Character - Strange Bind Skin Error, Help!
Narfnarf 01-22-2010, 02:06 PM Hi, I rigged up a character a while ago (following a great DT video tutorial) that I've used in some animations, I noticed that when I rotate its global Control to -90 degrees the character mesh looks normal, but when i rotate it -91 degrees the characters right shoulder area suddenly shrinks in and when I rotate it -180 the neck gets squeezed also. Does anyone know what the problem could be? I'll attach some images.
I've animated a scene with this character with no problems before but I never rotated him -91 to -180 degrees before. :banghead:
Thanks in advance
http://i174.photobucket.com/albums/w92/spidersart/Rig_Bind_Problem01.jpg
http://i174.photobucket.com/albums/w92/spidersart/Rig_Bind_Problem02.jpg
http://i174.photobucket.com/albums/w92/spidersart/Rig_Bind_Problem03.jpg
http://i174.photobucket.com/albums/w92/spidersart/Rig_Bind_Problem04.jpg
http://i174.photobucket.com/albums/w92/spidersart/Rig_Bind_Problem05.jpg
http://i174.photobucket.com/albums/w92/spidersart/Rig_Bind_Problem06.jpg
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beetlegun
01-22-2010, 02:37 PM
Its not a skinning issue. I think you did not set the up vectors of your ik handles correctly. Could you tell us what your settings are?
Darksuit
01-22-2010, 02:43 PM
there are rotations happing on those joints. the Neck and Shoulder. This would typically happen if you have those joint being controlled by an IK solver. The IK solver which I can see you do via the effector at the end of the chain. Which I would never really do for a character's clavicle or Neck.
What is happening here is that your IK Solver is forcing the joint to rotate. It appears like you have an SC (Single Chain) solver on the clavicle and neck. The SC solver inherits it's rotation plane from the previous joint. While the RP (Rotation Plane) Solver gets its rotation plane from a specific axis control.
You may try turning off inherit transforms for the ikHandle.
In all honesty I would look and see what true benefit this would be for the Rig and would the rig be better served by using FK controls instead.
Narfnarf
01-22-2010, 03:43 PM
Thanks for the replies guys. I'll attach an image of my Left Clavicle IK attributes, its easier than typing it out. I'm pretty sure I followed the DT tutorial 100% and whatever way the presenter recommended to rig up the shoulders and clavicles. I've been studying Maya 9 months now so this was my first serious rig. Thanks for the help
http://i174.photobucket.com/albums/w92/spidersart/Clavicle_IK.jpg
http://i174.photobucket.com/albums/w92/spidersart/Clavicle_IK02.jpg
beetlegun
01-22-2010, 04:08 PM
Parent your ik handles under the immediate parent of the joint that is being affected by the ik, ie, the clavical ik under the neck joint.
Hope this helps.
Darksuit
01-22-2010, 04:24 PM
ahh your using an RP solver versus an SC solver. This makes more sense now why your getting the joint rotation.
The RP solver is holding its rotation plane separated out from the rig, hence it points in the same direction. When you have an RP solver you generally have a control object that is constrainted to the Rotate plane handle so that it can be controlled.
Easy solution. Delete the IK chain and recreate it as an SCsolver instead.
You can change the type of solver two different ways durring IK creation.
First way. From the animation menu set select Skeleton> IK Handle Tool > Option Box.
Second way. In the Animation Shelf select the IK Handle Tool, then in the upper right hand corner click the tool setting, this will change your Channel box out to the tool settings. This is the same menu that comes up from the first way.
From there you can select RP or SC solver. Anytime you are just appling IK to a single bone chain you will want to use the SC solver. There are some instances where you would not want to do that. In general Leanr the rule first then break it once you understand it.
But in the end I would recommend using FK controls for the Clavicle and Neck.
Narfnarf
01-22-2010, 04:49 PM
Parent your ik handles under the immediate parent of the joint that is being affected by the ik, ie, the clavical ik under the neck joint.
Hope this helps.
The joint that is being affected by the IK is the Left Clavicle. So I parented the Clavicle IK to Spine4, which is also the parent of both Clavicle joints, left and right.
http://i174.photobucket.com/albums/w92/spidersart/Clavicle_IK_ParenttoSpine4.jpg
It works! How did you know that? Is it because the Clavicle IK will now be locked to the Spine4 joint orientation? So no matter how much I rotate the Global Control, the clavicle joint will not twist the way it used to? If so, thats genius!
There is still the problem at the back of the neck when I rotate the Global CTRL -180 in Y axis. Any ideas?
Thanks for your help
http://i174.photobucket.com/albums/w92/spidersart/BackofNeck.jpg
Narfnarf
01-22-2010, 05:03 PM
ahh your using an RP solver versus an SC solver. This makes more sense now why your getting the joint rotation.
The RP solver is holding its rotation plane separated out from the rig, hence it points in the same direction. When you have an RP solver you generally have a control object that is constrainted to the Rotate plane handle so that it can be controlled.
Easy solution. Delete the IK chain and recreate it as an SCsolver instead.
You can change the type of solver two different ways durring IK creation.
First way. From the animation menu set select Skeleton> IK Handle Tool > Option Box.
Second way. In the Animation Shelf select the IK Handle Tool, then in the upper right hand corner click the tool setting, this will change your Channel box out to the tool settings. This is the same menu that comes up from the first way.
From there you can select RP or SC solver. Anytime you are just appling IK to a single bone chain you will want to use the SC solver. There are some instances where you would not want to do that. In general Leanr the rule first then break it once you understand it.
But in the end I would recommend using FK controls for the Clavicle and Neck.
Ok, I went back to before I did the parenting that worked for the Left Clavicle and tried just changing both Clavicle IK solvers to ikSC, but it did nothing. The left shoulder area on the mesh still got twisted and squeezed. Hmmmm....
Well I saved the parenting bit that worked, just the back of the neck to fix.
Thanks
Darksuit
01-22-2010, 06:37 PM
a word of caustion you can not use the drop down menu to change the Solver type. It does not work reliably. You must delete the IK and recreate it. Parenting an RP solver basicly turns it into an SCsolver.
Narfnarf
01-24-2010, 05:14 PM
a word of caustion you can not use the drop down menu to change the Solver type. It does not work reliably. You must delete the IK and recreate it. Parenting an RP solver basicly turns it into an SCsolver.
Ok Darksuit, I'll delete the old IK and try that then. Thanks for the advice.
Narfnarf
02-02-2010, 11:25 AM
http://i174.photobucket.com/albums/w92/spidersart/Clavicle_IKsChangedtoIKSC.jpg
Hi again, I'm back onto this project this week and I deleted the IKRP solvers in the clavicles and created new IKSC Solvers like you said but I still get the same error when the Character is rotated -180 degrees using the Global Controller.
http://i174.photobucket.com/albums/w92/spidersart/IKRPatNeckjoint.jpg
I noticed that the IK solver at the top of the neck is also an IK RP. The same shrinking of the characters mesh happens in that area too. Should I delete that IK and create a new IK SC? I'll give it a shot anyways. :argh:
Thanks
Narfnarf
02-02-2010, 01:26 PM
http://i174.photobucket.com/albums/w92/spidersart/IK_and_Global_Rotate_error_Fixed.jpg
SOLUTION!!
Ok, after much racking my brains and notebooks I've found the problem. The tutorial I followed told me to select all of the IK's in my character rig and group them together, call it IKGroup. Then when I have created a Curve to use as my Global control I must create a Scale constaint for it by selecting the Global control in Outliner, (control+select) the IKGroup, then go to > Constraint > Scale. This will make the IKGroup follow whatever scaling you apply to your Global Control.
To fix the error that shrinks your character mesh in places when the Global control is rotated -180 in Y axis just select the Global control in Outliner, (control+select) the IKGroup, then go to > Constraint > Orient.
This will stop the Mesh shrinking error! :thumbsup: :applause: :beer:
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