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Author Topic: boning up to take a walk  (Read 2526 times)

Arik_the_Red

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boning up to take a walk
« on: July 02, 2009, 06:23:51 am »

Well I'm working on my goblin and getting it in order for walking... big issue I haven't sorted out is how to fix up the mesh - split up the lines, etc., to make things bend properly.

Any help MUCH appreciated... I need to get past this brain-block...

I trimmed off all the goblin except the left leg, to simplify the view.

First image - mesh of left leg

2nd image - leg in step, sequence with 3 views: bones only, bones and object, object only
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ENSONIQ5

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Re: boning up to take a walk
« Reply #1 on: July 02, 2009, 02:31:16 pm »

I usually just use the knife tool to drag a couple of extra vertex lines across the joint area, though this is not always necessary and might not be the cause of this problem.  Are you using bone influences or weight painting for this?  It looks like the influences or weights are a little off, with parts of the thigh being fixed to the shin bone.  Could you perhaps post a screen shot of the figure showing influences/weights?  This would help in explaining the best way to sort this out.
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Arik_the_Red

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Re: boning up to take a walk
« Reply #2 on: July 02, 2009, 11:56:20 pm »

This might be really hard to look at, but here is a show of weights angles etc.
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ENSONIQ5

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Re: boning up to take a walk
« Reply #3 on: July 03, 2009, 10:01:25 am »

Ok, I think I can see what the problem is.  The bone that makes up the lower part of the spine has a very large influence sphere which extends a fair way down the leg to around the knee level.  This will have the effect of reducing how much the thigh vertex points follow the thigh bone.  Reducing the range of this influence should fix the problem, but this could mean parts of the body are beyond the influence sphere.

My strong suggestion would be to explore the concept of weight painting.  It's an odd thing to get used to, and seems more artistic than mathematical, but it does allow a great deal more control over how vertex point positions change as the bone structure moves.  Points that are not necessarily close to a bone can be solidly fixed to it, while nearby points can be given more flexibility.

Weight painting methodology is not easily explained, which is probably why the Anim8or manual is a bit light in this area.  The best thing to do is to play with it and be prepared to flick from Figure to Sequence modes and back again with fairly monotonous regularity!
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kreator

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Re: boning up to take a walk
« Reply #4 on: July 03, 2009, 10:35:13 am »

I`ll throw my two penny worth in here, as Ensoniq5  rightly points out weight painting the Goblin would be a far better option.

If any of the Objects are separate objects then all the better, as you can hide them when you start weight painting, and stray paint will not flow onto other areas thus messing up the movement
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Arik_the_Red

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Re: boning up to take a walk
« Reply #5 on: July 03, 2009, 03:21:06 pm »

Always willing to take whatever pennies get tossed in the hat ;)

I'd been thinking about weight-painting but avoided it for the reasons mentioned - the "less science than art", etc. but rethinking, that maybe I should consider weight-painting for this guy.

On the downside, the goblin is one object, and then intended his weapons to be separate objects.

So, to properly set into weight-painting, is there a way to shut off the current weight-setup, or do I have to rebuild the skeleton altogether?
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lynn22

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Re: boning up to take a walk
« Reply #6 on: July 03, 2009, 07:35:24 pm »

So, to properly set into weight-painting, is there a way to shut off the current weight-setup, or do I have to rebuild the skeleton altogether?
In Figure mode, double-click on your object and in the dialog box select Weights, that's all ;)
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