Go to Post 256:1 gear reductions provide surprisingly little torque once the gears have failed. - Kevin Sevcik [more]
Home
Go Back   Chief Delphi > Technical > IT / Communications > 3D Animation and Competition
CD-Media   CD-Spy  
portal register members calendar search Today's Posts Mark Forums Read FAQ rules

 
 
 
Thread Tools Rate Thread Display Modes
Prev Previous Post   Next Post Next
  #6   Spotlight this post!  
Unread 10-12-2005, 18:51
Capt.ArD Capt.ArD is offline
Animator
FRC #0116 (Epsilon Delta)
Team Role: Animator
 
Join Date: Jan 2005
Location: Herndon, VA
Posts: 195
Capt.ArD will become famous soon enoughCapt.ArD will become famous soon enough
Re: Help rigging for my animation final

there is a simpler way to do it.

Set up the bones just like in the tut, with the joint of the bone aligning EXACTLY with the joint on your model. The individual part of your model (ie the forearm, the upper arm, calf, thigh) must be separate objects, editable mesh or not.

Look at the top left of the screen. On the tool bar thingy, there are three buttons: bind, unbind, and bind to space warp. select "bind."

click on one of your limbs (the calf, say) and drag the cursor to the corresponding bone. While doing this, there should be a dotted line extending from the calf to the bone, which will disappear when you let go of the mouse. The bone you just bound should flash once. test that it worked by selecting the bone and moving it. If it worked, the calf should move along with the bone.

When you got all the limbs bound to their corresponding bones, just rig the IK solvers like you normally do. You can learn this from the max tuts, if need be. If you did everything right, the limbs will follow the movement of the bones, and will not deform like they do with the skin modifier.

Just remember: the joints on the bones MUST be Very well aligned with where you have the joints in the model. And the model Must be broken up into the individual pieces before you bind to the bones.

this will only help you if you want to make non-flexing/deforming characters. If you want to flex or deform, use skin or physique.
 


Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
FANATIC - Offseason Animation Competition opnickc 3D Animation and Competition 15 10-06-2004 20:54
the final team 217 - the ThunderChickens animation swando 3D Animation and Competition 19 29-04-2003 21:13
A joke they called Regional Animation Competitions Lev 3D Animation and Competition 50 18-03-2003 21:18
2002 Animation Software Jay Lundy 3D Animation and Competition 34 26-02-2002 20:40
How to develop your animation idea and keep your sanity too! Robby O 3D Animation and Competition 0 25-01-2002 01:25


All times are GMT -5. The time now is 13:30.

The Chief Delphi Forums are sponsored by Innovation First International, Inc.


Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright © Chief Delphi