  | | | New Carrara book and rigging info | New Carrara book and rigging info 2005-05-28 - By Jeff Wiley
Back I'm not exactly a newbie as I've had Carrara since Raydream, but I am new at seriously working at character animation within carrara. I have many other mid-range apps, many with better character tools than CS4 but I am determined to learn and make char. anim. within Carrara and to grow in abilities along with the program.
I say this because perhaps I could contribute some of what I'm learning to the new Carrara book or at least to the knowledge base in the community. My progress is slow as I have only a little time each day to work with Carrara, but lately I've been building a rig and experimenting and learning a few things as I go along. What I'm learning is perhaps nothing new to experienced users, but maybe useful to new users.
So I'm wondering about submissions for the book, I glossed over previous posts about this, can I be invited to submit some info? How should I do that? Anything I submit or share is free to use by anybody.
Here is a sample of some of the things I'm discovering:
1. The bones in Carrara are different that most apps I've tried. In that they are really only joints with nothing extending out (bone like) into the "territory" of the vertices that they influence. They do have a bone like extension that extends back to the joint of the parent bone. Although they function the same as bones in other apps, visually they are represented differently. Other apps like TrueSpace or AM have bones that are drawn to look like a bone that extends from the pivot point out to the end of the region they influence. This is no big deal but is something I had to figure out on my own. EXAMPLE: If you are rigging a char. with a hand but no boned fingers, in other apps., to bone the hand you would draw a bone out from the end of the forearm bone at the wrist to the end of the fingers. This bone would pivot at the wrist. In Carrara the you simply place a bone at the wrist joint and it controls all the vertices of the hand. There is no bone like object extending into the hand. Likewise the entire head is controlled by a single joint/bone at the top of the neck. The jaw bone is visually only a joint/bone at the pivot point of the jaw (close to and below the ear). Of course then you have to carefully select which vertices the jaw joint/bone will influence and the placement of the joint/bone is very important as all the vertices will move in a radius around this point.
2. Correct placement of the bones/joints is a very important part of rigging. And I've found it difficult to find much detailed info about this. Self discovery through experimentation seems to be the best. I've finding the human body itself is the best resource for this and now I'm having my wife pose and move for me so I can determine where the body pivots and how the skin moves. When figuring placement it is important to note that the vertices influenced by a bone will move in circle around that bone, and the sharpness of the curvature of their movement will depend on the distance they are from the bone. The further away from the bone/joint the flatter of a curve the movement will be. This is important when placing the bones of the jaw or the collar. In my experiments I've discovered that to get the proper movement of the top of the shoulder I need to place the collar bone fairly close to the spine and at just the right height to get the radius of the movement of vertices just right. To find the right placement of the bone/joint for the head to rotate at the top of the neck, I had my wife move her head back and forward. I noticed that a point at the tip of her chin when she tilted her head back moved up and back and when she tilted forward the same point moved down and back. This tells me that the center of rotation for her head must be exactly level with the tip of her chin. So this is where I placed the bone.
I know all this may be second nature to many people, but for me it has been useful things to discover to teach myself to rig a human. There is much more too of course, about bone weighting and morphing, but this post is getting too long, (and maybe boring). I will continue to share things as I learn and discover them. I welcome all comments or criticisms regarding my input.
Thanks... -Jeff
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