I've been in the process for making a game character to prototype a game with for a few weeks.
This is by far the most frustrating step in any part of making a game it seems. Everything is so unstable. I use an expression to drive forearm rotation, I have to remove it because it causes twitching and insane rotations. I have IK for my tongue and it breaks, I have to remove it.
Now I am making simplistic animations using basic IK arm, spine, and legs. The hands start rotating for no reason as they get translated. Is this my fault? Where do you learn how to do this properly? Is there a definitive source I can consult when making a run-in-the-mill biped rig? Why is this so hard?
Replies
It's hard because of, as you have said, the relationships of these different processes and the layers of relationships you're adding on to these joints.
I could only encourage you to make sure you're slowly zeroing everything out, being aware of the origin and axis of rotations that joints are at, etc.
What tutorials are you trying to use?
You try using Nodes instead of expressions to dive some of these relationships like for the IK/FK switch?
I would do it only by hand if im forced to script my own autorigger.
Sometimes when you remove something, parent/unparent, put it in a group or take it out, it's transforms get all screwed up and you might not notice it because it doesn't move or look broken, but those dirty transforms set the stage for a whole ton of issues later on. More than likely all of the fiddling you've done has caused most of the issues. That's kind of normal at this stage...
Isolate the systems with organization and groups. If you screw something up, its sometimes better to throw it out and do it from scratch again rather than try and fix whatever is broken. So for example, because you monkey'ed with the twist set up your hands are freaking out. It's probably better to throw out your current arm set up and start from scratch making sure to do everything by the numbers, cross all of your t's and dot all of your i's. You have to be hyper vigilant when rigging, otherwise it will turn on you.
HumanIK, Advanced Skeleton and The Setup Machine. Why spend days or weeks banging your head on the keyboard especially if speed a reliability are key factors to you.
Advance Skeleton is rock solid and builds a rig the same way most people custom rig. I use it for 90% of my rigging needs. It's good to study its structure and organization, there is a lot to learn from it even if you don't plan on using it.
If you're going to custom rig, it is a noble goal, frustrating and full of pitfalls but a valuable skill to have but you really need to know that you're stacking a lot of delicate pieces on top of each other and ripping out parts and replacing them can cause a lot of issues. Sometimes you only get one shot at hooking something up correctly and if it doesn't work, you have to back it all out and take another run at it.