Hi, i was wondering if you guys might have tips for me on this particular topic.
I have made my model and rigged it, but the shoulders and crotch area tend to give me trouble when they are animated (shoulder gives problems with arm from straight down to straight up and crotch gives me trouble when the legs are spread wide).
I am using a standard biped with 3 spine links for the rig.
Is the geometry in my problem areas set up right for animation or should i make some changes?
All input will be greatly appreciated, since i'm doing the rigs for a school project (making a 3d fighting game
) and i want to implement this model into UT for my portfolio...
here you can find 2 of the animations i tested my rig with:
Standard Max walk cycle (10 steps)Wild dance
and here's a wire of my model (if you need additional wire shots, let me know):
Replies
Here's the particular stance that gives me trouble with the leg/crotch area. The stance comes from a ninja-esque character from the school project.
The body can be considered to be built in sections, that all flow into each other. No parts don't flow!
You built the arm by extruding out from the body, but you want to extrude a shoulder out, then an arm DOWN from that.
MoP, I'll look into the skeleton alignment, good point.
And Rick, thanks for the drawing, i usually go about extruding the arms straight out of the torso, then use the cut tool to define the shoulder shape. Though, i am only making the rigs at our school project, someone else is modelling, but i'll pass the info his way as well (he made the model with a 90 degrees corner between arms and torso).
I'll post my progress as i continue experimenting. Pretty much a rigging and animation rookie, so i appreciate the help a lot!
PS: another small question...The ninja-esque character has a piece of cloth hanging down between his legs from his stomach. What would be the best way to animate that piece of cloth nicely, so that it does have animation and doesnt go into the legs?
Anyways, both characters for the game are rigging up a lot better now. Thanks for the help!
Otherwise, if it still looks weird, and you have to maintain a quota regarding the number of polygons, axe the nipples and use those polygons to embellish the groin with a few more triangle. The UV map can have the impression of nipples added to it.