I'm having trouble rigging the pelvis on this character.
Is this desirable pelvis topology and/or bone placement for good deformation? I couldn't find any picture or tutorial on the subject, I'm not sure what to do. Could I get some advice?
the topology looks pretty clean, although I usually have edges running along the undersides of the butt cheeks. Also I'd usually have the legs spread apart a bit in a more natural stance, and place the pivot point where the thigh bone meets the pelvis a bit more to the centre than you currently do........upon saying that, rigging is not my strongest skill...I'll try and find some ref to show what I mean.
Hmm, the one on the left seems like it was made for high poly subd's, but the one on the right looks game ready. He's got the topology rather flattened out, that would be VERY easy to rig. Thank you gavku, this was very helpful. Now I just need to know where to put the bones.
yeah the topology could use a few tweeks but your major problem is joint placement, that is just not were the thigh bones connect to the pelvis. joint placement is crucial for proper deformation. dont just look at the muscle shots of anatomy books, look at where the bones are. because a joint that is even tad off will become really apparent when its rotated. here is a little paint over.
I see, very good. I suspected that they were too high but I didn't think that they would be so far in. Now that I see a picture, it makes perfect sense. Thank you!
Remember kids - bone is a just a wood. A bone in a 3d package is not the same as a bone in body. A better description would be deformer - you are using one object to take the place of several layers of bone muscle and sinew.
The two most important factors are pivot placemnts and topology.
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The two most important factors are pivot placemnts and topology.