Forum: LightWave


Subject: Hip Rigging and Methodology. (Big Images!)

Tephladon opened this issue on Apr 20, 2009 · 39 posts


pentamiter_beastmete posted Sat, 25 April 2009 at 4:31 PM

Attached Link: advanced rigs and deforms...

> Quote - Here is a video showing that: > [ http://s184.photobucket.com/albums/x52/newhere_bucket/?action=view¤t=Rigtesting.flv](http://s184.photobucket.com/albums/x52/newhere_bucket/?action=view¤t=Rigtesting.flv) > > Please note: the reason why the rig jumps like that is because of the limits i put on the IK.

Well you see... that demonstrates EXACTLY what I said would happen... that rigs no good, mate, its very basic, and way sub-par for both deforms and animation... Not that thats a bad thing, we all have to start somewhere... but trust those of us who do this for a living when we tell u that u got a ways to go... check out the video of some of my stuff in action, look how well it holds up, look how quick and easy it is to work with...

Oh, and as for why you're getting problems with popping... I know you THINK its your rotation limits, but its not.. its a gimbal issue... eular flipping... honestly...

As for the teph/meg debacle here... teph, c'mon... NOBODY pays for character meshes anymore, you can get hundreds of high quality meshes for nothin all over the net, far higher quality than yours... all folks pay for now in bare meshes are ones of the absolute HIGHEST quality... like feature film fx quality... What sells are prerigged and tectured, and often animated meshes... So what if someone used your mesh in a commercial project, its not like anyone would buy it in the first place anyway, you've got nohting to lose...

But Meg.. if the guy wants to restrict the use/sharing of his actual data, then thats his perogative... theres NO onus on him AT ALL to give it away... like you say, (and me) theres no shortage of meshes out there (hell just download makehuman, endless supply of original characters there... jerico started out as a makehuman mesh, cos i suck at modelling)... But much as Im sure you'd like to see just where exactly the hold bones are placed, what their exact strengths and weights are... To examine a mesh like that aint gonna help you much... I can speak from vast experience that EVERY mesh is different... really... put a hold bone somewhere... see its effect, then (depending on the area of the body) you can move it just a couple of mm, andyoull get a totally different effect... theres SOooooo much that goes in... rest length, falloff distance, weight, strength, distance to certain vertices... its really something u have to "feel" your way through, and looking in depth at the EXACT values/positions on one character mesh wont really help you much on another one... promise... The rough pattern of bones placement, and where you need them will be pretty much the same from one mesh to another... but the exact details wont be... what teph's shown so far is about as much as you could hope to learn, even if he provided you with the mesh, scene, everything... Its the theory, not the execution that counts in this area... big time.

Happy rigging to all...