View Full Version : Quadrupede rigging issue
LaMereHic 10-18-2010, 04:17 AM I am having hard time with a cow rig :banghead: , i never can get something fonctionnal, having poping problems, front legs cannot behave properly, without a good amplitude. I have been creating five different skeletons and 5 different riggs, without succes. I dont know how to get over it. If someone has a clue, it would be appreciated.
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Pancho
10-18-2010, 05:59 AM
Either read a few tutorials on rigging or switch to Softimage. LW and rigging sucks big time! Compared to SI it looks like a 3rd world country concerning rigging.
But you better post an image of your rig. Otherwise nobody can tell what's going on. Bone or joints, etc.
Good luck!
Cageman
10-18-2010, 06:40 AM
Either read a few tutorials on rigging or switch to Softimage. LW and rigging sucks big time! Compared to SI it looks like a 3rd world country concerning rigging.
But you better post an image of your rig. Otherwise nobody can tell what's going on. Bone or joints, etc.
Good luck!
You should tell this guy (http://www.newtek.com/forums/showthread.php?t=112568) how sucky LW really is regarding rigging. He clearly doesn't get it... that it sucks I mean....
:)
LaMereHic
10-18-2010, 03:32 PM
cow preview (http://chatbada.fr/cow.mov)
here is what i get.. i am limited in moves and, popping appears
softdistortion
10-19-2010, 02:29 PM
Cageman- Thanks for that link.... wasn't aware that riggit does FBX mocap applied onto his rig ...easier/cleaner deformation than I think you can even do in Motionbuilder without a fair bit extra tweaking.
Do you know if it will do FBX facial mocap application?
In case people missed that vid link burried in the sarcasm check it out and be amazed> RHIGGIT PRO (http://www.youtube.com/watch?v=jlJTP1jjMkk)
SubDProxy
10-19-2010, 03:12 PM
I have been using RHiggit for about two weeks now ans it is amazing. I recommend it to anybody rigging in Lightwave. He has done a great job with it and I can't wait till it comes it out.
Carm3D
10-19-2010, 05:57 PM
You might want to check out some of my recently posted videos to YouTube while I was working on my moose.. They are not outright tutorials, but they might help you..
Moose Legs Update (http://www.youtube.com/watch?v=qQXViXhYIn0)
I Hate Animating Quadrupeds (http://www.youtube.com/watch?v=bgPvWnwUj9k)
Moose Animation Update 2 (http://www.youtube.com/watch?v=dPTchK-wehg)
And you can see the finished (?) anim on my website Carm3D.net (www.carm3d.net).
Good luck!
Carm3D
10-19-2010, 06:11 PM
Also let me add that if your joints are pre-bent (they have a keyframe in the first frame), it tells IK which direction to solve in.
However, if you are doing IK with 3 bones I think you're pretty much screwed.. It's not stable. To my experience.
popedead
10-19-2010, 07:08 PM
Hello I don't use ligthwave but I fixed that your main problem is not the program or your rig, the skeleton of the cow, I recently did a rig from a bull, me based on Anatomy of a cow to either place the bones, first "arms" leave no spine but the chest and the hind legs should leave hip
PentamiterBeast
10-20-2010, 09:34 AM
Yes, yes... RHiggit is awesome... but not much good for quads until pro comes out.
As for your problems, first off, I cant see the popping you're on about in your video... so Im not sure where it is your problem lies. One place to start however is with your anatomy, which is pretty incorrect. The hip and shoulder joints of ungulates aren't high up at the same level of the spine, so popping or not, things are gonna look wrong if that isnt fixed.
If you cant solve your popping, wherever its occurring, you should post up your basic skeleton rig so as one of us can give it the once over for you.
LaMereHic
10-21-2010, 07:43 PM
Here is the actual rig i got..
http://www.villaparticulier.fr/rig5.jpg
still searching for something functionnal, as i am a young rigger,especially with quadrupèdes, i dont have the right reflexes and way of behaving.
What should control what and etc...
PentamiterBeast
10-21-2010, 10:29 PM
Well, as for the whole question of what should control what is a very hard one to answer. There's no hard and fast answers, and the explanation is very, very long winded that requires a lot of information, understanding... so the only quick answer is it should be streamlined, efficient, and the contrls should aid the natural motion of th character at hand.
I can however point out a few points for you...
First off, that root bone is totally wrong... the pivot point is outside the character.
The little flat bone at the hip joints is pretty much unnecessary, and if you're using it within the IK solution, its gonna be causing you problems.
Why there's this two bone with bend structure in the upper arm i dont understand, thats unnecessary, it should be just one bone. And why there's a double bone layer at the elbow I dont understand either, again... thats likely to cause you problems.
As for the difference between rigging quadrupeds and bipeds... there is none, not really. A quadruped is basically a biped stood on all fours, the only real difference between the two is the way a quadruped holds its weight up, which mostly has ramifications for the spine design.
Ungulates (animals with hooves) are a little different, as they walk on the finger/toe tips, rather than the flat of the fingers/toes, but that just needs a lil bit of different handling, the actual main structure itself is no different.
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