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Difficulty Rigging a Hip/Groin Joint

I have a simple stick-man model which I'm trying rig up. I've got most of the joints bending in an acceptable manner, but I can't seem to get the hip joints to bend properly.


Here's an image of the rigging issue where the foot is raised a bit and nothing else:
J5CtmHq.png


Here's the same pose with bones visible:
4iltacf.png


Here's the default pose:
t9lKdWv.png


Here's the default pose with bones visible:
6INQNUw.png


And finally here's the base mesh in edit mode before the subsurface modifier is applied:
c5Gfryy.png


The full album of screenshots is here if for whatever reason the above images stop showing up:
http://imgur.com/a/p8Itb/all


Does anyone have any idea on how I might resolve this issue with the hip bend?

Replies

  • monster
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    monster polycounter
    Part of the problem is your topology, and part is vertex weighting. I know you want a simple character, but unless you want to segment him, the rig isn't going to be so easy. You should consider adding some helper joints or morph targets that automatically correct the mesh as you bend and twist the joints.

    Here is a good reference site for topology: http://www.hippydrome.com/LLeg.html
  • punchface
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    punchface polycounter lvl 6
    That hippydrome link is nice, monster. Thank you! :)

    pf
  • BlazeCell
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    Thanks for the reply Monster.

    You were right, it was mostly a topology issue with some weight adjustments needed as well.

    I mainly just needed to add some additional loops around the pelvis-leg connections.
  • JustColorado
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    JustColorado triangle
    From the pic that you posted it looks to me like
    you enough topology to make that area work. I have seen nice
    results with a lot less topology, and good weighting.


    It looks like you have 100% weighted vertexes at
    areas that need blending
    Play with the weighting more
    I like to have one edge loop at 60/40, then 70/30, 80/20, 90/10, 95/5 then 100
    and then I do the opposite weighting on the other side.
    But there is no magic number. you just got to play with it until it looks right.
    and that area is definitely one of the hardest.
  • BlazeCell
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    Thanks for the input JustColorado.

    You're right, I was doing 100% weighted vertices. Better weighting likely could have made things better, but I opted for creating clear deformation areas.


    New base mesh:
    0sCs8eq.png


    New hip bend:
    XuGwYZP.png


    New hip bend with bones visible:
    2wf70Wp.png


    New imgur album here:
    http://imgur.com/a/P2EUm/all


    I did add some 50% weights to topmost ring of the upper legs to get a bit less mesh intersection, but the problem was primarily solved with triple crease loops.
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