I have problem with Handles in armatures Block, I want an object to move in the six axis.
I can set an Handle with three axis and then if i place an other one I have a problem with selection.
A picture below show more.

Thank ahead.
David.
I have problem with Handles in armatures Block, I want an object to move in the six axis.
I can set an Handle with three axis and then if i place an other one I have a problem with selection.
A picture below show more.

Thank ahead.
David.
i like to mix motion and rotation channels into one armature type. often you dont need a full range of channels and can use the ALL attribute to move the armature in multiple axis.
If you must have access to all channels, make an additional, offset handle. I like to make them small and toggleable (depending on complexity of the character)
also dont be afraid to put two modifiers on the same button. I just found out that you can restrict your armatures to certain planes, making armatures move more intuitively. so you shouldnt need to overlap armatures if you build them intelligently.
I made this rig using the small rotation controllers with a local offset technique, check it out, might be helpful:
http://www.stooch.net/stuff/Bovis_Jumping.mpj
this is a slightly tweaked rig using multiple drag actions on the hands. so if you move the hands, LMB restricts to local XZ plane, RMB moves the hand on local Y and MMB moves on World y. Makes positioning hands super easy!
http://www.stooch.net/stuff/Bovis_Jumping2.mpj
Unfortunatelly rotations dont really blend as readily, but im working on it.
Dont forget to press ESC to hide edit sphere when using armatures and keep rotating the view when you position arms.
Hi,
Thanks for files, armature are really powerfull.
This is the rig of the persoTest i made there. It’s almost the same you sent me, so my rig is not perfect but it work better since before.
also dont be afraid to put two modifiers on the same button. I just found out that you can restrict your armatures to certain planes, making armatures move more intuitively. so you shouldnt need to overlap armatures if you build them intelligently.
I’m about to trying this. It look great and really simple.
I have many things to fix now with cloth and collisions. It don’t work well actually the body goes through cloth.
So thanks again.
David.
good luck on the cloth hah! if you search back in the forums you will see some of my ummm… dissertations on them. (actually more like btiching that they dont work)
Arg! so i have to find a way out! May be with Muscle bones.
David.
One thing to note is that SBD and CLOTH are two entirely different animals. Messiah’s SBD functions well for being SBD and used as such works perfectly. Its amazing that anyone is able to manipulate them for the purpose of cloth simulation, but people like Wegg, etc are able to get it to work fairly well.
I remember someone did an animation of a female character in armor with cloth simulation using messiah’s SBD, can’t find that link though. Was a great example of what you can do with patience.
correction. sbds DO NOT work perfectly. forget about accurate collisions with an animated mesh. it works in very basic scenarios, like legs hitting a skirt, etc. Even then its problematic. if you want anything more complex like say, sleeves… you are out of luck.
and btw. im talking about short sleeves. basically things that maya can do with sbds, i would expect messiah to do as well. IT is even more critical for messiah to have rock solid sbds, even more so then maya because atleast in maya you have cloth as an option.
also having rock solid sbds with good collisions and properly functioning primitive colliders is going a long way towards future hair support, since i imagine that these same calculations would be crucial to hair collisions as well.
correction. sbds DO NOT work perfectly. forget about accurate collisions with an animated mesh. it works in very basic scenarios, like legs hitting a skirt, etc. Even then its problematic. if you want anything more complex like say, sleeves… you are out of luck.
The effects you are after would require CLOTH effects not SBD. Most people think SBD and CLOTH are the same things, but they really aren’t. CLOTH works via SBD, but requires other tools for it to work as expected. Cloth has seams and stitches that affect the dynamics and deformation of it, messiah doesn’t have such an implementation. Tools which MESSIAH either doesn’t have, or does have in a limited way. The SBD works just fine for what its best used for. (ie. fat jiggling, etc) And as I said with patience and some workarounds it can be used to simulate cloth. Check out Wegg’s tutorial http://www.zoogono.com/tutorialdetail.cfm?tid=31
Well, If SBD can work properly and seems to be like “cloth” effect, that’s the only thing i want. If sleeves are too difficult fix, i can make an other surface for the bottom of his long dress and let the upper part stick to the bones.
Do you think it could work like that.(however that may be, i’ll try it.
)
The important problem i’ll have is that knees will goes through the dress.
I’ll waist a couple of time and try to point that out.
Thanks for answers.
David.
Purchase Wegg’s video. And check out this: http://www.projectmessiah.com/x4/vids/Soft_Body_Dynamics.wmv video to see what other techniques you can use. It IS harder to get a realistic cloth effect in messiah but it is feasible.
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