I'm still working on a character's rig, and since this is the first character I've ever rigged, I don't know what I should look for in a good rig until I run into a problem with it (hence the really long time in between cries for help, hah hah).
Anyway, my character is going to hold an assault rifle with both hands, and I was wondering what the best way to rig the weapon into the hands was. As of right now, I have the weapon position constraining the effectors of the forearms, which moves both hands really well. My next idea was to orientation constrain the wrists to the orientation of the weapon, but my problem is that the wrists don't rotate on the right axis (the local axises are different for the weapon and wrist), and the rotation does not move the hands to keep in the same relative postion. In other words, the forward hand remains in place and rotates at the wrist while the weapon passes through it.
How does everyone else rig weapons to hands? The position constraint works great until I need to turn the weapon...
Replies
then i take that anim bone, and move it until it fits in the character's hands, and then you're good to go. now whenever he moves his hands, the wepaon will fit it. as for the other hand holding onto the weapon, just create a dummy/locator, where you want the other hand to be, contrain the hand to it, the make the dummy/locator a child of the weapon.
I'll try this out. Thanks for the quick reply.
Ben
Ben
*Idea* It would work if I could constrain their GLOBAL orientations as opposed to their locals orientations, but I don't think I can do that. Wait... the expression editor will let me link global transformations, but will that override the screw ups the orientation constraint causes?