Most efficient way to use bendy limbs in built in character rig


#101

Started animating, but I’m encountering two issues:

  1. There appear to be some hierarchy irregularities like L thigh pole under R elbow, etc. Is this a problem?

  2. Mirroring in NitroPose isn’t working at all. First thing I was able to pinpoint is the ball twist breaks when mirrored in NitroPose because mirror swaps L and R values but rig dictates that they are inverse of each other.

As for the arms… seems to be more than one issue, but not quite sure what’s going on.


#102

I’ve identified a list of controls that break on mirror… basically any L-R pair that requireds an inverted value on one side to achieve symmetry. I think I have a fix which I’m testing now, but the arms aren’t so simple. There seems to be several points of failure there stemming from the FK controls. Any ideas there?


#103

L-R data mirror failures can be cured by inserting a negate node into the xpresso chain between the user input and the parameter it ultimately influences. This has the additional benefit of creating more intuitive (symmetric) behavior.

The one remaining problem at this point (that unfortunately still renders mirroring completely unusable in every pose) appears to boil down to something about the way the R clavicle controller is reflected from the left template. It’s orientation does not match default rig even though all the surrounding bits do, and this is the point that breaks despite the default rig working fine.

I’ve tried all sorts of ways to address after the fact (like placing controller in a null to isolate orientation, and pass only zero’d out controller to NitroPose object list) but I think it’s over my head at the moment. If this can’t be addressed, the only way I see forward is to delete the clavicle controllers from the object list and just not use them.

I believe if you look at how the clavicle controller is reflected from the L to R side, you will see there is some sort of orientation issue vs other rigs I’ve now compared it to that are not having this issue.


#104

yeah i couldn‘t get the character object to mirror the clavicle in a way that it works for mirroring. but you can orient the clavicle so it works with mirroring afterwards. i don‘t have time to explain how to do that, send me a download link to the rig and i‘ll fix it for you tomorrow


#105

Thx. It’s been driving me nuts. I can see generally that it’s coming from the reflection instructions that create it, but I just haven’t been able to reorient correctly, and it’s causing cascading issues down the chain with bicep, etc.

Will do. Any downside to fixing the other bits the way I’ve been doing (negate node on R side for ball twist, etc)? Not sure if there’s a better way. That’s just the first thing I could think of.


#106

sounds like a legit solution… gonna take a look at it as well when you send the file…


#107

sent via google drive / pm.

EDIT: Forgot to mention: L-R user data negate node method was applied to test file with blank rig. Haven’t done it to project yet, though it appears to be working fine.


#108

What is the course called on cineversity? I can’t find it.
I want to create an advanced rig for my character.


#109

just filter by instructor and check bret bays. it’s called creating a bendy leg rig.


#110

THanks found it by searching ‘bendy’ :slight_smile: