View Full Version : Rigging a box person
02 February 2005, 12:36 PM
I decided to try my hand at rigging and animation, and thought it'd be a good idea to start with a box person. I've fully rigged it how I want it, the only problem is, I want the individual limb boxes to not deform when you move the skelton, but rather remain solid and rotate and move, not squash and squeeze like on the character's left arm in the pic.
Currently I am using a smooth bind and have removed influence from joints to objects that I don't want affected (like shoulder joint to chest cube), but I still get the problem described above.
Any help appreciated... Ta
02 February 2005, 03:58 PM
Since its made out of separate pieces you should jus parent the boxes to the corresponding joint instead of binding. Set up 2 perspective viewports and have one displaying joints and one displaying polys then just select your box and then the appropriate joint and hit p for parent Theres no point to binding since you don't need realistic skin deformations. You will have much faster interactivity in the viewport while scrubbing and playing back.
02 February 2005, 01:57 AM
Or you could do a rigid bind instead of smooth, so that each box is only influenced by one joint.
But yeah, parenting would be better... http://cgtalk.com/images/smilies/tongue.gif
02 February 2005, 07:40 AM
Excellent, exactly what I wanted :)
02 February 2005, 09:20 AM
This is just my opinion, but when I do a rig like this I find it better to bind the geometry to the joints with max influences to 1 or use a parent constraint. This keeps your joint hierarchy nice and clean, and separate from your geometry. If you parent the geometry it becomes part of the hierarchy. Just my two cents.
02 February 2005, 04:51 AM
Fiendish has a point there, but if you're on a slower machine, I'd go with parenting. Even a fully binding value of 1 makes the rigg heavier and part of the advantage of animating a "box man" is that usually you get realtime feedback of your animation without having to playblast all the time which is a drag(I've been harrasing the alias reps for "realtime" playback soon! seeing that they bought motion builder and all ;) )
My low-poly model/rigg/animation (http://www.cgtalk.com/showthread.php?p=1992233#post1992233)
02 February 2006, 05:00 AM
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