Meowx Posted November 16, 2009 Posted November 16, 2009 Alright, the first one is an old friend that I had problems with before and thought I had... well, not fixed, but minimized. When the legs are fully extended, they "snap" pretty noticeably in the first few inches of movement. Before it had been suggested that perhaps the hinge bone was not aligned exactly with the top of the thigh bone and bottom of the calf bone, and when I did that it made the effect quite a bit less noticeable. The legs also end up pointing in slightly different directions, but I suspect this is because they're not 100% perfectly symmetrical on the body. Animation_MasterScreenSnapz002.mov However, as you can see from the movie, it's become very prominent once more. I'm not using The Rig and for this I apologize, I probably wouldn't be having this problem if I were. I don't really like using something where I don't totally understand 100% what everything is and how it all works, and firsthand experience building all the stuff guarantees it. Here's the bone hierarchy and IK setup: The other problem I've been having is a bit more serious. I *THINK* this has only been happening since I updated to 15.0g; it is a recent development. Basically, sometimes (and only sometimes) the thigh just doesn't... work. Animation_MasterScreenSnapz003.mov This will happen in only one leg and has happened to me in another model as well. That model was relatively fresh, so I fixed the problem by deleting the thigh bone and making a new one. This model, however, has a lot of time invested in CP weighting and Smartskinning. Any thoughts on what's causing this? The leg bones are copies of each other. Thanks a bunch!!! Oh, and this model itself is nearing completion. Texture on armor and hair needs to be completed and that's about it. Quote
Hash Fellow robcat2075 Posted November 17, 2009 Hash Fellow Posted November 17, 2009 I'm not using The Rig What does that mean? This is a rig you've created yourself? Quote
Meowx Posted November 17, 2009 Author Posted November 17, 2009 Yes, I'm not using the 2001/2008 (whatever it is) rig; this is one I made myself. Quote
mtpeak2 Posted November 17, 2009 Posted November 17, 2009 Can you post just the rig so I can take a look? I believe both problems can be fix. Quote
Meowx Posted November 17, 2009 Author Posted November 17, 2009 Sure, here you go! I based the IK legs on the ones in your 2008 rig with the thigh orient targets. mx_rig_2.mdl Quote
mtpeak2 Posted November 17, 2009 Posted November 17, 2009 I need the relationships/poses as well. Just delete the mesh and save as new model. Quote
Meowx Posted November 17, 2009 Author Posted November 17, 2009 Done and done. Thanks for taking a look! invis_rig.mdl Quote
mtpeak2 Posted November 18, 2009 Posted November 18, 2009 Just DL'ed, I'll take a look as soon as I can. Quote
Meowx Posted November 18, 2009 Author Posted November 18, 2009 Ehhh, yes and no. It was to begin with, but it's deviated from perfect symmetry. Quote
mtpeak2 Posted November 18, 2009 Posted November 18, 2009 Hmm, I had an easy fix, it may still work. You will need the MirrorBones plugin from Steffen located here. Place it in your hxt folder. First position and orient the right thigh orient bone in this position. Then right click on the hips null and choose plugin>wizards>mirrorbone and use these settings. Do the same for the right foot target. If you're not able to do this, you can send me the model. Quote
Meowx Posted November 18, 2009 Author Posted November 18, 2009 Cool, I'll give that a shot tomorrow and let you know. Thanks for your help! Quote
Meowx Posted November 18, 2009 Author Posted November 18, 2009 Oh, quick question - am I supposed to delete the left thigh orient and foot target bones first? Quote
Meowx Posted November 18, 2009 Author Posted November 18, 2009 Alright, that seemed to help quite a bit! I had to go find the Mac plugin on the site (I guess .hxt isn't universal), but once i got that the mirror worked just fine. It doesn't want to let the legs fully extend, now - it starts in a very slight squat with the legs pointed a bit inwards. But I'm assuming a bone isn't quite long enough or something, so I'll play around with it here. Quote
mtpeak2 Posted November 18, 2009 Posted November 18, 2009 Zero out the Y rotation of the thigh orient bones in their properties. Then edit you pose and recompensate the orient like constraints on the thigh bones. Quote
Meowx Posted November 19, 2009 Author Posted November 19, 2009 Alright, it looks like it's working properly now! Thanks a ton, you are the master of rigging. Quote
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