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
Arturows method is also essential for good riggs, however the method used is alitle outdated.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
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?
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.
Thank you very much!