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New Carrara book and rigging info

New Carrara book and rigging info

2005-05-28       - By Glen Allen

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Reply:     1     2  

Interesting post Jeff, I'll be filing this one away for future ref!

Cheers,

Glen


-- --Original Message-- --
From: Carrara@(protected) [mailto:Carrara@(protected)] On Behalf
Of Jeff Wiley
Sent: Saturday, May 28, 2005 3:01 PM
To: Carrara@(protected)
Subject: [Carrara] New Carrara book and rigging info


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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