View Full Version : Rigging || Hand bone set up
10-05-2003, 01:02 PM
Iím rigging my first character really (in Maya.. but for this program is irrelevant) and I have got to the hands. This got me thinking, what is the best way to rig a hand? Obviously for the fingers you have 3 bones in each but what is the best method for the palm?
Iíve got to apologies for the crudeness of these images, I do not have access to my normal PC so cant use images of bones or indeed PS, so sorry but you get the idea.
Ok so thereís a hand with the fingers / thumb and wrist boned nicely. How would you go about doing the palm of the hand?
Heres 2 ways I can think of.. what would you do.
If this thread is just stupid and its obvious how to rig a hand then please tell me, but to me at this moment in time its not :)
10-07-2003, 10:30 PM
Normally you would like a seperate thumb joint and a seperate one for the pinky as well (this way thumb and pinky can meet in the middle when the tips touch) So pinky and thumb connected to wrist adn the three middle finger attached to a nonmoving joint in the middle of the palm. That joint parented to the wrist as well.
Well that's the way I personally would do it...
10-20-2003, 10:08 AM
I believe the pinky is usualy underestimated. The area from the arm to the pinky is affected by the finger's position. Try bending it downwards and you see that area lowering a bit. Also, when putting you're hand to a fist. That area is deformed by a bone that looks like the one Seven's third picture. I think the important part is that the deformation is ALONG the side of the palm and is based on a rotation centering in the arm end.
A part where I get all frustrated is with all the wrinkles and muscles forming bubble like areas on the hand. Anyone got experience from simulating this? It's allmost the same with fabric in in bending joints.
11-08-2003, 12:29 AM
Originally posted by kahuna031
A part where I get all frustrated is with all the wrinkles and muscles forming bubble like areas on the hand. Aomeone got experience from simulating this? It's allmost the same with fabric in in bending joints.
Could always use blendshapes to model the wrinkles in, and use set driven keys (Maya) to drive them. Not very familiar with other packages, but I think this should be possible in the others as well.
01-16-2006, 07:00 AM
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