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Forum Index - Rigging - Poor rigging is making my animation look terrible

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-tomr61
Junior Member
tomr61

2 years ago
Just rigged my character for my final year project using a biped system, in 3dsmax. However when it comes to animating it deforms really badly. Heres a video showing a quick footsteps walk cycle with a (poor) wave to the camera.

[Link to tinypic.com]

As you can see the legs look really crap. Also, the eyes and mouth dont seem to want to rotate properly with the head, so they disappear inside the head. They're attached to the head of the biped, as is the hair. Yet for some reason they dont rotate well like the hair does. Or are they getting covered up by the mesh deforming rather than them not rotating correctly?

I'll upload an image of the bone structure if it'll help to pinpoint why my rigging/character deformation is so bad?


-ozaffer
Member
ozaffer

2 years ago
Looks like the legs needs IK hierarchy (thigh to ankle) to make them bend the right way. same for the arms (Shoulder to wrist), just make sure your bones and IK are turned the right direction before you skin him. As for the head/eye it looks like the skinning weights (enveloping) need to be adjusted so they turn evenly with the skull bone try just turning all of the head weight values to 1 and adjust it around the neck for realism.
"I change my mind so much I can't even trust it. My mind changes me so much I can't even trust myself."

-tomr61
Junior Member
tomr61

2 years ago
As far as I can tell, the bones are all fine and were all left at default settings (until I moved/resized them). Heres a screenshot of the manipulated biped rig, does it look ok or are there any glaring errors?

[IMG][Link to i35.tinypic.com][/IMG]

Oh and the eyes/hair are just objects (planes for the eyes/cylinder for the mouth/half a circle for the hair) which I've set to follow the movements of the biped head.

edit - have been reading my biped animation book and realised where I'm going wrong, I havent scaled the parts enough to fit the mesh properly, I think.

-ozaffer
Member
ozaffer

2 years ago
hmm.. I normally work with system bones rather then the default biped structures but if you still skin and evaloupe the character I would think your problem lies with your weights, but im assuming that's what resizing the bone structure will adjust as well it just wont be as accurate.
"I change my mind so much I can't even trust it. My mind changes me so much I can't even trust myself."

-tomr61
Junior Member
tomr61

2 years ago
Is it worth learning how to use Bones rather than a Biped then? What are the advantages?

-ozaffer
Member
ozaffer

2 years ago
yea from what I understand bones are the newer method of rigging so I would assume they have their advantages, I never used biped so I can't really compare but I have found the bone system to be a pretty straight foreword rigging method that can implement a complex hierarchy of movements depending on how many IK systems ect. you wanna put onto them.
"I change my mind so much I can't even trust it. My mind changes me so much I can't even trust myself."

-Tyson
Senior Member
Tyson

2 years ago
bones arent newer, biped/character studio used to be a separate plug in designed to make the whole rigging process quick and simple, bones are the manual rigging method. the bones system is just a convenient way to create hierarchies of objects. you could use standard boxes or any other object to rig characters by linking them into hierarchies.
rigging manually is much more tricky technically but its well worth it. personally character studio is pretty much a dead end. great for getting things up and running for beginners and when you are in a major rush but ultimately very limiting.

-tomr61
Junior Member
tomr61

2 years ago
Alright cool cheers. I'll give it a go with bones, I did have a quick play around and didnt understand it at all haha. I'm doing this for a university project so I guess it'd be best to learn it the "proper" way. We get to choose how the project is done so I can do whatever I want, might challenge myself!

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