Bones Rules Part 1
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++++ I encourage your feedback and suggestions so we can iron out any confusion
in these instructions. But I would suggest that you put them in another Bone
thread because this one will probably be deleted from time to time to be
corrected and expanded. These instructions are intended to augment, NOT
replace, Impulse's intrustructions. Use them at your own risk. This is not a
tutorial. Instead, I have tried to lump related topics together, as best I
could. These instructions are very complicated, so you might want to
familiarize yourself with the basics of modeling, states, and working with
simple hierarchies, before you attempt to use Bones. Then you may want to start
with something simple, like a leg or an arm, rather than jumping head first
into making a Jurassic Park dinosaur and boning it. ++++
PART 1. MODELING AND BONING A FIGURE (Uploaded 1/25/95, 10:30 AM PST)
X. Design Your Geometry and Bones to Work Together. You can't do either your
modeling or your boning totally independantly of one another. You will have to
go back and forth between the two, until you come up with an optimum design for
the geometry, and figure out the appropriate layout of the bones. Drawings will
help, especially to locate articulation points in the model, and will make the
job of building the skeleton easier.
X. Geometry should be built to accomadate interpolation around a joint. It's
not necessary to use regular cross-sections at joints but this may help you
when defining the Big Bone and Small Bone Subgroups.
X. Design your geometry to look as good as possibly through the widest range of
motion.
X. If possible Bone the object with the limbs bent halfway through there normal
range of motion. For example model your knee or elbow slighly bent rather than
straight, and bone them that way. This way when you bend the joint it will look
acceptable through a wider range of motion.
X. If it's too difficult to bone the limbs with them partially bent, then
design the geometry the way you think you can bone the figure most easily or
logically. You may find it easier if the limbs are aligned at more logical
angles. For example, if you model a hand with the fingers bent in a natural
position you may find it very difficult to get the bones setup right. The
fingers can be more easily boned if there are aligned at more regular angles to
the world axes. Then once they are boned you can bend the fingers into a more
relaxed shape. Realize however that by designing your geometry with the limbs
set at regular angles you may sacrifice some of the aesthetics of the model.
X. Put in enough points or cross-sections at the joints so when the limb is
bent it won't start to look facted. The new smooth tesellation that may be
coming in 3.2 should be helpful for this.
X. Realize that polygon gemoetry is not infinity flexible, and that the range
of movement in joints is going to be somewhat limited. Even though you may try
to design your geometry for the widest possible range of motion as described
above, when you move limbs into extremem posistions, it will be hard to avoid
`crimping' because Imagine's bones routine just isn't as smart as Alias's.
However, remember that your design does not have to be 100% perfect, because
you can tweek the geometry is some poses and use a little morphing in
combinatin with the bone deformation to get the bent joint to look better.
X. Once you've got your basic modeling done, layout your bones in the positions
where you want them, before you begin to define the Bones Subgroups. Bones are
good not just for limb joints but also spinal, tail and neck articulations
especially if these are modelled with cross sections.
X. A BONE is simply a naked AXIS linked to your geometry.
X. When possible, each Bone should have its Z axis pointed towrad the child
below it in the hierarchy. This is more of a guideline than a rule. Obviously
if you are branching out from a back bone into two arms, you can't have the
parent back bone pointing towards the next articulation in the spine, AND the
shoulder joints as well.
X. Group Bones Serially. You must go down through the hierarchy progressively
grouping each child object to its its parent. Every parent and child pair must
be grouped indivually. Pick the parent object first such as the Elbow, then
Pick the child object such as the Wrist, and execute the Group command. You
cannot simply PICK ALL the bones and then GROUP them at once. Serial grouping
establishes the hierarchy. You know the old song… the hip joint is connected
to the knee jont, which is connected to the foot joint, which is connected to
the ball of the foot. The shoulder joint is connected it to the elbow, which is
connected to the wrist, etc.
X. Once your skeleton is built, Group the skeleton to your gemoetry, by
selectiing your GEOMETYR FIRST andthen the main axis (or Bone) in your
skeleton, and then performing the GROUP command. This will make the Geometry
the main parent of everything. The Geometry's axis is not used to manipulet any
part of the figure. It is used to translate and rotate the WHOLE through space.
So you might want to position sthe Geometry's axis strategically for that
purpose, either near the feet or in the middle of the Pelvis or Center of
Gravity. (You can also have a dummy axis grouped as parent to your geometry so
you could have an axis on the ground connetected to your Geometry's axis in the
middle of the pelvis. This can make some types of motion easier.)
X. Assign a Big and Small Subgoup to each Bone. This may seem obvious but each
bone MUST have subgroups defined otherwise the model will not work AT ALL.
X. The Small Bone Subgroup represents the area of the limb's geometry that you
want to rotate totally, when the joint is moved. (Just a note of clarification.
What the term `Small Bone Subgroup' ACTUALLY means is the *small subgroup*
for the bone, NOT, I REPEAT, NOT the *subgroup* for the small bone…. There
are no *small* and *big* bones…… What you are defining is a *small
subgroup* and a *big subgroup*, to GO WITH each particular bone.)
X. The Big Bone Subgroup includes the area of the limb that you want to rotate
totally, PLUS the area of geometry that will bend when the joint is moved.
X. Just so you know, the Big Bone Subgroup MINUS the Small Bone Subgroup is the
area where the geometry will bend, stretch or interpolate around the joint.
Your bone should be roughly centered inside this area of interpolation.
X. Knowing how large to make the bending area for a particular joint is
something that comes through experimentation. A good rule of thumb is to make
the bending area roughly as long as the object is wide. But this does not apply
in all cases.
X. Assigning Bones can be done in two different ways . In 3.0, you must MAKE
the SUBGROUPS first in PICK FACE mode, then pick your bone and use the BONES
SUBGRPS command in the STATES menu to assign them to the Bones.
X. In 3.1, you can use `Quick Bones' to assign the Subgroups. Again you go into
PICK FACE mode, outline your Subgroups and then in the FUNCTIONS menu select
either the MAKE SMALL BONE SUBGRP, or MAKE BIG BONE SUBGRP command, and then
simply click the mouse on the axis you want the subgroups assigned to. (DANGER
WIL ROBINSON!!!!!!! Be careful in Version 3.1 if you use the new Quick Bones
because the MK SML BONE SUBGRP and MK BIG BONE SUBGRP commands' names are
reversed (at least in my copy they are). I rectified this by assigning GADGETS
to both commands and simply reversing the names. Tthen they worked OK.)
X. If you are using 3.0 name your Bones Subgroups logically when you create
them, otherwise you won't remember which subgroup goes with which bone; And
also so they are easy to sort out late, if you have to make changes. If you are
using the Quick Bones in 3.1, the naming of Subgroups will be taken care of
automatically, and will be derived the BONE'S name. So make sure to name your
Bones logically as well.
X. Check to see if your Bone subgroups are correctly assigned. Once you've made
your assignments you can check to see if they're set up right by going into
the STATES pull down menu and selecting BONES SUBGRP. See what names are shown
for the BIG SUBGROUP and the SMALL SUBGROUP. Then hit BROWSE and locate the
names and compare the number of faces for each. Obviously the BIG subgroup
should have more faces than the SMALL subgroup. It doesn't make any diffrence
what method you use to assign the bones. In the final analysis, the only thing
that matters is what's show in the BONES SUBGROUP requestor.
X. The CHECK OBJECT command will also tell you if there are any errors in the
basic structure of the Bones.
X. Lock your textures to the DEFAULT state. Please note that Locked Altitude
Brushes do not work correctly with Boned objects in 3.0 – 3.11.
X. You may find that the default state you created for boning is not suitable
for applying Brushes (and Textures which have a regular pattern). For example
you might want the limbs to be straight instead of bent so you can apply a
cylindrical map to them. If this is the case, you can alter the DEFAULT state
AFTER you've done all your Boning, and are satisfied with the way they work.
Create a duplicate state of your original default state so you can come back to
it if necessary; Call it something like NORMAL. Then straighten out the limbs
and UPDATE the DEFAULT STATE. Now you should be able to apply your Brushes more
easily and LOCK them to the surface.
(PART 2 will be on CREATING POSES FOR MOVEMENT)