shoulder rigging issue

Issues concerning rigging & Face Robot...
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shadow_ex_
Posts: 302
Joined: 16 Feb 2010, 14:18

shoulder rigging issue

Post by shadow_ex_ » 08 Sep 2010, 11:42

Hi,im having the following problem

i use softimage biped rigs
a problem emerged when i tried to pose a character,
when i rotate the arm from the side,it looks okay
but when i rotate it from the front,it stretches really bad

also there are some problems with preserving the volume

please note im not experienced with rigging at all,i tried some tutorials
they are not covering that particular issue

i want the character to be able to export in realtime application (like unity3d)
and also since i have to rig a lot of them i use a biped to save time
and i really dont know what works on realtime or not
im only aware that i have to use a shadow rig

i wish for a little help
thanks for reading :)
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Mathaeus
Posts: 1778
Joined: 08 Jun 2009, 21:11
Location: Zagreb, Croatia
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Re: shoulder rigging issue

Post by Mathaeus » 08 Sep 2010, 14:25

Hi,

If this happen gradually (not just flip at some moment), then it's normal. What exactly happens, you can read more from this article. But, even Softimage has a built-in support for a mentioned, advanced way of skinning, I don't believe that Unity 3d supports anything more than skinning method that you already used - Linear Blending.

You can (partially) overcome this by adding some intermediate bones on your shadow rig, using direction constraints or something, but setup of this kind is still a compromise. Another way is using the rolling divisions on biceps, in a way that shoulder actually never rotate too much.

Or, you can change the design or animation. AFAIK, so many solutions in games are just that, second 'solution' - adapting the design and animation to fit into engine possibilities. Probably it's a time to talk with your programmers.

All what I said didn't helped so much, I'm afraid...

Cheers

shadow_ex_
Posts: 302
Joined: 16 Feb 2010, 14:18

Re: shoulder rigging issue

Post by shadow_ex_ » 08 Sep 2010, 16:29

thanks a lot :D actually you helped a lot!
also i mentioned unity as an example^^

i found what needed,at least inside softimage here http://softimage.wiki.softimage.com/xsi ... m#Rfd38711

now im having a weird problem,because my compound appears red
and when i do everything the link above sais,nothing happens
but oh well thats another type of problem^^

again thanks^^

izze
Posts: 176
Joined: 24 Sep 2009, 20:02

Re: shoulder rigging issue

Post by izze » 08 Sep 2010, 16:58

The Dual Q compound looks for the envelope named Envelope_Weights. If your envelope is named anything else (Maybe you loaded a saved weights preset) it will not work.

shadow_ex_
Posts: 302
Joined: 16 Feb 2010, 14:18

Re: shoulder rigging issue

Post by shadow_ex_ » 08 Sep 2010, 18:20

izze thanks for the reply

Image
this is what i did with the ICE (first time that im using it)
but i still do something wrong it seems

izze
Posts: 176
Joined: 24 Sep 2009, 20:02

Re: shoulder rigging issue

Post by izze » 08 Sep 2010, 18:32

My next guess is that you maybe don't have all the envelope objects in your envelope group? Also when I plug in the envelope group into the deformer group in name. It does not populate the deformer group text field. Maybe you could try deleting what you have in there?

izze
Posts: 176
Joined: 24 Sep 2009, 20:02

Re: shoulder rigging issue

Post by izze » 08 Sep 2010, 18:41

Looking at your screens further, I don't see the ice tree located under your mesh. The ICE tree should be applied to the same mesh that has the envelope applied. Also don't forget to mute the Envelope Operator.

shadow_ex_
Posts: 302
Joined: 16 Feb 2010, 14:18

Re: shoulder rigging issue

Post by shadow_ex_ » 08 Sep 2010, 18:48

as you said,i also did this,the envelopes came form a preset
and i renamed it Envelope_Weights (from link_torso)
but still something's not good
and man i really appreciate your time you spend to help me


edit another thing i did was to create a group of the exactly deformers that control the torso mesh
and again the compound is red 8-x
Last edited by shadow_ex_ on 08 Sep 2010, 19:19, edited 1 time in total.

izze
Posts: 176
Joined: 24 Sep 2009, 20:02

Re: shoulder rigging issue

Post by izze » 08 Sep 2010, 19:11

I edited my posts because they were getting a little confusing. Did you get the ICE tree applied to the same mesh that has the default envelope? I don't see it in you screen grab under the link_torso mesh.

shadow_ex_
Posts: 302
Joined: 16 Feb 2010, 14:18

Re: shoulder rigging issue

Post by shadow_ex_ » 08 Sep 2010, 19:23

i finally did it^^ thanks a lot both of you^^

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