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Re: Some rigging tips

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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