View Full Version : Medicine Horse Huntress Torso Cinema4d r10

Medicine Horse
12 December 2006, 11:59 PM
Hello everybody,

I'm going to start with a quick post just to get started. I have a preliminary rough skeleton drawn in with a couple of IK shoulder/hip controls. Comments on joint placement are welcome. ( ( (

Medicine Horse
12 December 2006, 03:53 PM
So.... more details.

Per the rig guidelines the rig needs to be fairly flexible for dynamic fighting. So I've decided to go with an IK/FK back setup with a spline IK.

Per the jpegs below the spline IK setup is in green and the FK control skeleton is in red.

Bear in mind this could all completely change. My approach right now is to take a pretty stock setup, rig some controls in and do some rough skinning. Depending on some rough animation and rig testing I will ultimately decide what amount of control I need.

Currently as you can see the skeleton is pretty bare minimum. I may need to add in rigging for deformation trouble areas. Once again I'll check this with a rough skin setup and evaluate.

Next up is to add iconic control to my setup and test skinning.

-M ( (

Medicine Horse
01 January 2007, 09:51 PM
I'm posting some updates to the joints that i have setup. I did some skinning tests and rearranged some of the spine joints for better deformations. I also added in some scapula controls/joints as well.

Next up to make some controls as the actual joint placement is close to final right now.

Vids coming soon. ( ( (

Medicine Horse
01 January 2007, 04:32 PM
Hey everybody,

Wanted to post some updates to the deformations I have so far.

The images below show the first pass of weighting with rough weighting on the actual armor/cloth bits.

Video will be posted as soon as Youtube is done with site maintenance. (

The above image shows the clavicle deformation I have thus far. It's entirely FK right now as I will save IK/automation for the actual arm rig. (

The above image shows the rest pose for the scapula rig. (

The above image show the scapula rig with defomations which is automated currently. ( (

The above 2 show some torso deformations with the FK controls. The IK controllers are there for the a little translation nudge if needed for a shot.


Medicine Horse
01 January 2007, 08:10 PM
Youtubes is back so...

Here's a video WIP showing some deformation.



Medicine Horse
01 January 2007, 12:12 AM
Hello everybody,

Here's my final torso rig video:

I was able to add in space switching to the head control. Currently you can switch between head space (independant), torso space and target space. You can still rotate and key the head even though it's space is switchable.

I wish I could have inplemented secondary breast control but that will have to wait until the final clothing/armor segement.

The rivets on the underclothing were a little tricky beast. Right now they are attached using an expression which locks a null to the closest point in the deformed mesh. I then parented a rivet to that null and that's what you see here. This way it's independant of weighting.

In regard to weighting using R10's core tools... it's been interesting say the least. Hopefully we can get some improvements to the weight tools (pruning small weights, decent mirror weight tool) to help make it an easier beast.

Lastly, this is all core R10 no plugs.

Now onto the arms...


01 January 2007, 04:37 PM
My only comment is that I think that the armor deformations need a bit of work. Of course that can wait until the armor section to address. I don't think that they should be deforming as much if they are metal.

Medicine Horse
01 January 2007, 04:39 PM
Just wanted to mention that all comments are welcome. Even bad ones! :)

The main reason for me attempting this was to get some feedback on some techniques that I've been working on.

Feel free.


edit: Thanks N8Girard. I agree the armor should not move at all. Definately things to keep in mind as we go as it affects how the rig should work. Cheers.

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