I’ve looked at the help, done a few experiments and can’t seem to get around this. I’m trying to rig some robots (nothing fancy, almost cartoony). The torso and hips are combined into one object. Well, here’s a pic of one.
This one is supposed to be a big, piece of crap robot (it’s not just my poor skills). As you can see, he has two spheres coming out of his torso that represent his hips.
In rigging this to the biped, I’m doing a simple linking of the body part to the appropriate bone. The main torso is connected to the one spine link. The two hips are linked to the torso, the two thighs are linked to the biped thigh, etc.
The problem is that when he moves, the pelvis goes all over the place and his thighs wander way out from the hip. I tried attaching the body (with hips linked to it) to the pelvis, but then the torso leaves the head.
I had a similar problem with the arms. The shoulder balls were connected to the torso and the upper arms were linked to the biped’s upper arms. Originally, the clavicals would end up pushing the arms way out of socket when he moved. I fixed that by shortening the clavicle to a length of 0 and moved the upper arms back out to where they should be, so the clavicle now has no influence over the arms.
Unfortunately, if I try scaling the pelvis down to 0, I can’t move the legs back out to where they should be becuase they seem to always stay attached to the pelvis. I thought that turning off ‘triangle pelvis’ would work, but it doesnt.
The only two ways that I could think of getting this to work right are:
[li]scale the pelvis all the way down and move the legs back out away from the pelvis. Is there a way to do that? I can’t seem to get it to work.[/li][li]somehow deactivate, or make the pelvis stationary. Can that be done?[/li][/ol]The only other way I can think of doing this is to create a separate pelvis piece, but I don’t want him to look like that.
Help me Obi Wan, you’re my only hope.