View Full Version : wireframes around joints

10 October 2006, 07:49 PM
I have just started rigging charachters and have been having some troubles with what happens naturally towards my charachters joints (the arms and legs fold like paper.)

how can I avoid loosing volume while my charachter is bending his arms and legs?

10 October 2006, 10:38 PM
Maybe you know about this already, but Ben Mathis has a very good explanation on his site here:

10 October 2006, 10:38 PM
There are a few different ways you can help correct the joints. To begin, though, a lot of it has to do with how you model things to begin with, and where you place the bones/joints. That's going to include trial and error, because there is no perfect spot to place a joint... it's going to be dependent upon your specific character, and will come with practice.

Anywho, one way to correct that area is to incorporate extra bones that will help hold the vertices during deformation. For instance, in the elbow area, you can add a bone that sticks out from the elbow joint towards the back of the elbow. This bone will follow the forearm as it rotates and help keep volume.

Another way would be to make corrective blendshapes and/or use clusters/dummy objects to modify a section of vertices. This will take longer to setup, and I would imagine(though I may be wrong) that adding joints would be the preferable way to rig for game characters.

You can also try splitting the joints into 2 different bones/joints, so you have 2 for an elbow rather than one.

10 October 2006, 06:33 AM
Yungimoto: Thanks I would have never thought of doing that.
pruvaloo:Thankyou for the link

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