ofer Posted November 2, 2008 Share Posted November 2, 2008 Hi, I'm working on a rig for my robot model. I have made some good progress so far, but still have a lot to do. Here is a quick test animation. I also have a little problem: I have a HDA for the leg rig, and I have a CHOP network in it. Some of the geometry is driven a rotation channel of one of the bones in a non-linear way, so I use the 'chop' expression to sample the rotation value. But the channel name contains the full path to the CHOP. Something like "/locust/leftLegRig/KinCHOPS/invKin_Chop/legBone2:rx". This is a problem because I want to reference the "legBone2:rx" from both the left/right asset instance. Is using the rename CHOP the correct solution? rigTest.mov Quote Link to comment Share on other sites More sharing options...
Miles Posted November 2, 2008 Share Posted November 2, 2008 Really nice dude, looking forward to see the finished one. Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted November 3, 2008 Share Posted November 3, 2008 Cool start! Like it! Quote Link to comment Share on other sites More sharing options...
cellchuk Posted November 4, 2008 Share Posted November 4, 2008 nice one ofer keep up updated cheers Quote Link to comment Share on other sites More sharing options...
ofer Posted November 7, 2008 Author Share Posted November 7, 2008 Here is another test animation. I still have problems with my feet positions. I want them to stay planted on the ground, but they are floating around as I move the body control. The roots of the leg's bones are parented to the body control, and I use the IK with Constraints solver, so maybe thats the cause of this. Any suggestions on how to solve it? Thanks. rigTest2.mov Quote Link to comment Share on other sites More sharing options...
stu Posted November 7, 2008 Share Posted November 7, 2008 You've hit it on the head - you shouldn't be parenting the IK leg target controls to anything else but a non-animated master null control that you use to place the character in the scene. Have a look at the red null at the "ankle" here: atst_bones.mov Quote Link to comment Share on other sites More sharing options...
RonensArt Posted November 7, 2008 Share Posted November 7, 2008 You've hit it on the head - you shouldn't be parenting the IK leg target controls to anything else but a non-animated master null control that you use to place the character in the scene. Have a look at the red null at the "ankle" here:atst_bones.mov Really Cool animation! Quote Link to comment Share on other sites More sharing options...
ofer Posted November 7, 2008 Author Share Posted November 7, 2008 Wow. Looks very solid. I didn't parent my targets, I parented the chain's roots. The problem is because of the constraints. Quote Link to comment Share on other sites More sharing options...
stu Posted November 7, 2008 Share Posted November 7, 2008 is there any particular reason that you're using the constraints? Quote Link to comment Share on other sites More sharing options...
ofer Posted November 7, 2008 Author Share Posted November 7, 2008 I need the bones to rotate in particular directions. They should only rotate around the X axis, and not Y/Z, because this will cause the mesh to penetrate itself. The robot will "break". And i also need to limit the rotation around the X axis, for the same reason. I refined the rest position of the bones, and also found that it is better to parent the mesh to the bones before setting the rest angles, and not after. I also added ammo chains, driven by DOPs. I animated a quick walk cycle. walk2.mov Quote Link to comment Share on other sites More sharing options...
michael Posted November 7, 2008 Share Posted November 7, 2008 if I understand your rig - without seeing the bones... you should be able to do a 3 bone IK chain for the legs without any constraints...your hip should rotate in all three axis anyway... Quote Link to comment Share on other sites More sharing options...
ofer Posted November 7, 2008 Author Share Posted November 7, 2008 Really? The hip (first) bone is not limited to one axis, but the angles are limited. If I wont use constraints, it will be very easy to cause self-penetrations. And the bone will rotate around in directions I don't want them to. Maybe I'm missing something here. Ill try. Quote Link to comment Share on other sites More sharing options...
michael Posted November 7, 2008 Share Posted November 7, 2008 animators tend to hate constraints...if they break the rig it's their job to fix it Quote Link to comment Share on other sites More sharing options...
ofer Posted November 7, 2008 Author Share Posted November 7, 2008 OK, thanks. Ill try it without constraints. Quote Link to comment Share on other sites More sharing options...
thekenny Posted November 7, 2008 Share Posted November 7, 2008 atst_bones.mov Hey look at you... Rigging! who would have thought -k Quote Link to comment Share on other sites More sharing options...
stu Posted November 7, 2008 Share Posted November 7, 2008 Only when I'm backed into a corner with no means of escape, like a frightened animal. Quote Link to comment Share on other sites More sharing options...
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