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I want help to fix a problem with animation

polycounter lvl 7
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FelipeSAMA polycounter lvl 7
Greetings milords!
Yesterday I have made this animation:



as you can see I have some problens with faces of polygons passing through the others. And the worst is this:

 
I would like to know which one is the best way to fix the problem, blend shape or create more rigs...I am using maya 2016, thanks for all!


Replies

  • Arturow
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    Arturow polycounter
    I am not a rigger but I think that what you are looking for is the term Corrective shapes , there are a lot of videos on youtube how to make them work here is one : https://www.youtube.com/watch?v=vwU6aAi3mtc

  • Einar
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    Einar polycounter lvl 5
    You can fix a lot of that by skinning better than the character has curently, Remember that "Hammer Skin Weights tool" makes the skinning job way easier to clean up problematic areas, so use that around the shoulder area to get better deformation.

    Arturows method is also essential for good riggs, however the method used is alitle outdated. Instead use this tutorial if you have maya 2016 or higher:

    https://www.youtube.com/watch?v=bSRuSW50_4Y&t=185s

    That being said, i think you have more issues than just your rigg, The up arm does a lot of the work that your clavical/Shoulder joint should do, therefore you get in a situation where the clavical is standing still while your uparm moves without it, making results where they clip into eachother. If the anatomy of the hit is wrong on a rig that isn't smart things will break.

    https://i.gyazo.com/e621624c47b4f2ebedc7f3ffea24e933.png

    https://i.gyazo.com/9667cb34b0e662900af99148b57ca593.png
  • FelipeSAMA
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    FelipeSAMA polycounter lvl 7
    Einar said:
    You can fix a lot of that by skinning better than the character has curently, Remember that "Hammer Skin Weights tool" makes the skinning job way easier to clean up problematic areas, so use that around the shoulder area to get better deformation.

    Arturows method is also essential for good riggs, however the method used is alitle outdated. Instead use this tutorial if you have maya 2016 or higher:

    https://www.youtube.com/watch?v=bSRuSW50_4Y&t=185s

    That being said, i think you have more issues than just your rigg, The up arm does a lot of the work that your clavical/Shoulder joint should do, therefore you get in a situation where the clavical is standing still while your uparm moves without it, making results where they clip into eachother. If the anatomy of the hit is wrong on a rig that isn't smart things will break.

    https://i.gyazo.com/e621624c47b4f2ebedc7f3ffea24e933.png

    https://i.gyazo.com/9667cb34b0e662900af99148b57ca593.png
    Thank you very much!
    of course, I have made clavicle, but the results of rotating clavicle is even worse, I didnt't know the pose editor, does it work for animations? ;)
    And what is Hammer Skin weights tool? another kind of plugin?




  • Einar
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    Einar polycounter lvl 5
    Yeah it's as i expected. Your clavical isn't set up right.


    Check out this image of a rig i've set up, notice how the clavical is shaped like the skeleton in the reference? Currently your clavical is rotating from a point where there should be no bone rotation.

    The pose Editor is very complicated, it requires a lot of effort to get it perfectly. If i were you i'd first look at the skinning and the joint positions, and go for the Pose editor stuff once you feel like you can't get any further with the Rig. Rigging is very hard to master and requires a lot of trial and error. You wont get a magical fix all solution with the pose editor unfortunately.

    You find Hammer skin weights tool under the rigging tab. Sellect the edgeloops you want to hammer Then Select the "Skin" Menu and go down to "Hammer skin weights tool".

    What the tool does is that it calculates the skinning close to the joint and creates a nice skin gradient to make the skinning smoother between the close joints. Great when you are stuck with problematic geometry.
  • FelipeSAMA
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    FelipeSAMA polycounter lvl 7
    Well, now I can see, the real clavivle is closer to the center....  I never studed the human bones so deep before, just muscles and proportion... I will bring the clavicle closer to the center and try to use paint skin weights tool for fixing the problem...

    Thank you very much!

  • Einar
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    Einar polycounter lvl 5
    No problem buddy, good luck!
  • RKirtlink
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    RKirtlink polycounter lvl 7
    How have I never heard of the pose editor? Definitely have to go back and clean up some old rigs now :P
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