Re: Some rigging tips 2005-05-29 - By ccoles_avengers
Back Hi Jeff,
I appreciate your diligence in learning characer animation with Carrara Studio because that is something I have put on my "to do" list for this year as well. Also, thank you for freely sharing your comments and views on the subject.
Might I suggest that you contact Carl Desmond at info(_at_)3dXtract.com / http://www.3dXtract.com and share with him about your willingness to write tutorials. He is always looking for submissions and offers compensation for tutorial articles ($50). I don't know if there has ever been a character animation/rigging tutorial submitted to the ezine before (Carl?), so I believe that such a tutorial would be welcomed.
Also, you can contact Mike de la Flor about contributions to the Carrara Handbook at mike_delaflor(_at_)yahoo.com.
Thanks again.
Claudia "Selocic" - 3D: when 'Flat' just isn't good enough! -
[P.S. - Please convert all "(_at_)" into "@" in the email addresses I provided above. Cheers.)
--- In Carrara@(protected), "Jeff Wiley" <jwiley3@(protected)> wrote: > Hi again, > > Thought I'd share a few more tips on rigging I've been learning as I > experiment in building a human rig. > > 1. After you've already placed the bones in parent-child relationships you > may find you need to adjust the position of a single bone in the rig > without effecting the positions of the children bones. For instance maybe > you decided you need to change the position of the shoulder bone but you > don't want to change the elbow and hand/finger bones. In some other apps > you can move a single bone without affecting it's children, but in Carrara > you can not. So what I do (and I know this is a no brainer), is I select > the first child bone down the chain, in this case the elbow and I write > down it's x,y,z position, and rotation (if I am going to be rotating the > parent bone). Then after I make adjustments to the shoulder bone I > re-select the elbow and enter in the original position for the bone. (This > would be in the Properties, Motion panel under Transform.) Of course I'm > talking about making adjustments before parenting the bones to the mesh. > > 2. If you are going to make adjustments to a bone (not posing, but > adjustments to it's rest position) and you have already attached the bones > to the mesh (skinned), be sure to reset the bones to their reference > positions before detaching the skeleton. Otherwise the bones will be stuck > in any posed position you might have them in. To reset the bones to the > reference position you must have the mesh selected, not the bones, and then > find reset in the Skinning menu, (same for detaching). > > 3. When building a rig it's important that you pay attention to the > rotation of the bone as you place them in the skeleton. For a human > standing upright and facing forward with arms outstretched horizontally > this is not much of an issue as the proper rotation pretty much conforms to > the horz. and vert. World axis. When you place a bone the x,y,z axis match > the World system. If you have a model with the arms held down at an angle > or the fingers are slightly bent, then the default rotation of the bone > will not work correctly. For instance you want the elbow to bend along the > z axis in the proper direction of the joint. But if the model has arms > that are not horizontal then you will have to rotate this bone so that the > z axis ring (on the manipulator) lines up with the direction of bend. > > Also you want to make this adjustment before you place any child bones or > you will have to re-position them if you make the adjustment later, (see > tip #1). > > All for now, hope this is helpful to someone. I've been lurking on this > list for a long time learning from others and I just want to pay back a > little if I can. Also I am real hopeful that Carrara will become a > powerful character animation tool someday and I want to learn and grow > along with it. > > Oh, and since I am new at this I may give a tip that is actually not > correct or the best way to do something, I hope someone with more knowledge > will speak up and make correctoins or suggestions if this happens. I > welcome all comments. > > Thanks... -Jeff
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