Vaguely related to the ongoing series of images examining an experiment with a pose that requires extreme hip angles. This is the skeleton I currently use for rigging the model. There's a few tricks to it.
In particular, the spine must be moved into position for posing, after the skin has been bound to it (without actually moving the bound skin, of course.)
The jaws require joints to be placed to offset the influence of one another, so the mouth will bend properly without a ton of skin weighting. There's a bit of an outstanding issue with the jaws unduly influencing the neck, however. I'm still working out that one, but I may need to do a post-bind reposition of the neck, as I do with skin, as well as at least some skin weight painting.
The arms require an extra joint to act kind of like shoulders. This gives it a more natural range of motion (well, kind of) and helps prevent the need for too much skin weight painting. Sometimes I swear they hurt more than they help, however. This is another area that still needs work.
The Pelvis and the ribcage parts of the spine require extra joints to server as helpers. These help provide the proper influence on the right parts of the skin. They can be a serious pain to work with during experimentation, sometimes. But, I found that working with them is easier than working without them (much less skin weight painting.) The pelvis helpers were added during the recent push for an improved torso. They made a world of difference early on, but they're partly responsible for the problems with the butt.
The Hips require 3 joints to get them to articulate properly. For testing, I tended to do a "sitting in a chair" sort of position and one with the hip bent backwards as if in a sprint, and finally, one jutting the leg out to the side as if balancing on one foot and about to fall to the other side. Curiously, I never really show these poses in my posts. That might be useful...
Also pictured: The skeleton used in the Knee hugging pose experiment, without limbs on the mesh, because I thought it looked cool.
In particular, the spine must be moved into position for posing, after the skin has been bound to it (without actually moving the bound skin, of course.)
The jaws require joints to be placed to offset the influence of one another, so the mouth will bend properly without a ton of skin weighting. There's a bit of an outstanding issue with the jaws unduly influencing the neck, however. I'm still working out that one, but I may need to do a post-bind reposition of the neck, as I do with skin, as well as at least some skin weight painting.
The arms require an extra joint to act kind of like shoulders. This gives it a more natural range of motion (well, kind of) and helps prevent the need for too much skin weight painting. Sometimes I swear they hurt more than they help, however. This is another area that still needs work.
The Pelvis and the ribcage parts of the spine require extra joints to server as helpers. These help provide the proper influence on the right parts of the skin. They can be a serious pain to work with during experimentation, sometimes. But, I found that working with them is easier than working without them (much less skin weight painting.) The pelvis helpers were added during the recent push for an improved torso. They made a world of difference early on, but they're partly responsible for the problems with the butt.
The Hips require 3 joints to get them to articulate properly. For testing, I tended to do a "sitting in a chair" sort of position and one with the hip bent backwards as if in a sprint, and finally, one jutting the leg out to the side as if balancing on one foot and about to fall to the other side. Curiously, I never really show these poses in my posts. That might be useful...
Also pictured: The skeleton used in the Knee hugging pose experiment, without limbs on the mesh, because I thought it looked cool.
Category Scraps / Miscellaneous
Species Unspecified / Any
Size 1280 x 1280px
File Size 196.6 kB
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