#No Bones About it
12 messages in this thread
John-
I'm trying to animate a human model I made. Bones is driving me nuts with
the habit of picking up parts of the other leg that's suppose to be going
the other way. Limited range isn't helping, it makes the leg squash in the
direction of the rotation.
Is there a better way to make my human walk?
–Paul < Motorola Inside >
Paul,
You might try making the various parts of the skeleton into separate
objects, instead of having the entire form be one object. Then, they can
be parented and each separate object's bones won't push or pull against
others.
Does this make sense? I had the same problem as you're having when I first
started down the boney path 🙂
Stephen Bailey
Sawyer & Bailey Film and Video CIS # 72773,2451
Thanks Stephen,
How can I make the seam from the leg thigh to the trunk hidden. What I
ended up with was something approaching ugly.
I can rotate the foot within the pantleg pretty good though.
What do you think?
–Paul < Motorola Inside >
>rotate the foot within the pantleg<
I thought you were working with a skeleton, not a dressed figure.
I would think that given a pair of pants, you would want it to be one
object, with many bones…some to bend and some to anchor, for instance,
the waistline.
I'm just guessing, though. Never tried animating clothed figures (I guess
I like 'em butt-nekid <grin> ).
Stephen Bailey
Sawyer & Bailey Film and Video CIS # 72773,2451
I'm trying to make bones work on this non-boned (pant wearing) guy. The
two inseams keep trying to have influence on the other's. Pretty messy
actually. I'm dowwn to just finding a combination of ifluence, size and
position.
Butt-nekid, heh heh….
I could change the plot 🙂
–Paul < Motorola Inside >
DO IT!
<just kidding>
Stephen Bailey
Sawyer & Bailey Film and Video CIS # 72773,2451
Try designing the human with the legs pulled apart as the default
positions. this way when you bend them together using bones, they won't
influence each other so much. unfortunately bones aren't the greatest way
to animate human type figures. What we really need is I.K. to work with
segments of hierarchial objects.
JG
I've made the boots seperate objects so I'll try to make him kind of
pigeon toed, that might help, thanks.
Does anyone do this stuff in Imagine then bring it somehow into
Lightwave?
–Paul < Motorola Inside >
Not that I know of…
JG
I've had slightly better luck by breaking the object into several
segments: arms, torso, head, legs.
Of course, this brings back the very problem bones was meant to solve:
there are seams where the objects join……
My technique works well on the claymation/cartoony char I'm working on,
but probably would not look good on a humanoid. (You could hide the leg
seams in a pair of baggy shorts. :^)
Good Luck,
Keep On Toastin'
Erik Flom – ELF Works 3D Construction Co.