I got a lot farther on the rig this weekend. I stumbled for about a day and a half while trying to figure out how to get blender to control the axial twist of a specific bone, but keep the bone's orientation.
To make a long story short, Blender simply can't do that. Whatever mathematics it uses to compute where bones are and how the constraints work just don't have the capability of determining the axial twist of a bone. In the end the only way I could figure out how to compensate for too much twisting in the upper arms and thighs was to insert a small bone that I can manually rotate on it's axis in order to tweak the "flesh" back into place if it should rotate too much. As it stands, I just apparently lucked out when I designed the mesh and it's not taking any tweaking except when the limbs are in really extreme positions (think bondage pornos).
One thing that I wish I did (which I'll do on the next doll) is work from the inside out. In this case, I rigged the hands/feet and arms/legs first, and now I'm trying to rig the torso. Well, it would have been a lot easier to do this had I rigged the squash/squish of the torso first, then rigged the limbs and used the limbs to tweak the torso rig. As it stands right now, I've got a ton of torso bones all tweaking around the limbs, and none of them are lining up correctly so that the whole torso squishes and squashes nicely. It doesn't mean I have to start completely over, of course. It just means I need to rip a chunk of the rig out and concentrate on getting the torso right, then go back and re-rig so the limbs tweak the torso in a nice, smooth fashion instead of the kludge I've got going on now.
P.S. Happy New Year!
To make a long story short, Blender simply can't do that. Whatever mathematics it uses to compute where bones are and how the constraints work just don't have the capability of determining the axial twist of a bone. In the end the only way I could figure out how to compensate for too much twisting in the upper arms and thighs was to insert a small bone that I can manually rotate on it's axis in order to tweak the "flesh" back into place if it should rotate too much. As it stands, I just apparently lucked out when I designed the mesh and it's not taking any tweaking except when the limbs are in really extreme positions (think bondage pornos).
One thing that I wish I did (which I'll do on the next doll) is work from the inside out. In this case, I rigged the hands/feet and arms/legs first, and now I'm trying to rig the torso. Well, it would have been a lot easier to do this had I rigged the squash/squish of the torso first, then rigged the limbs and used the limbs to tweak the torso rig. As it stands right now, I've got a ton of torso bones all tweaking around the limbs, and none of them are lining up correctly so that the whole torso squishes and squashes nicely. It doesn't mean I have to start completely over, of course. It just means I need to rip a chunk of the rig out and concentrate on getting the torso right, then go back and re-rig so the limbs tweak the torso in a nice, smooth fashion instead of the kludge I've got going on now.
P.S. Happy New Year!
Category Artwork (Digital) / Miscellaneous
Species Rabbit / Hare
Size 461 x 711px
File Size 188.9 kB
If that feature is coming out, I'd love to see it. It'd make twisting deformations of limbs far easier to control for humanoid models. I'm not a programmer and don't pretend to understand the mechanics of how Blender does what it does, but it seems there'd be some way to do something like this, considering programs like Poser and Daz all move humanoid limbs in that fashion. They just don't do a very good job of it most of the time. I wouldn't be surprised if things like Maya and Max could do it, but on the other hand, those come with a hefty price tag.
It's a bit more complicated than I wanted it to be, yes. But even in this unfinished, unoptimized state, it isn't half as complicated as Juan Pablo's BlenRig, for example. Which isn't to say it's right or wrong, more to say I don't know of a better way of making the mesh deform realistically without a really complex rig.
If you have a rig you'd let me look at, I'd love to. Any tips or suggestions on how to do this are welcome, really. Most of the blender forum threads on this kind of stuff really don't address the hard stuff, probably because nobody's come up with a good solution yet.
I'm "paddedrabbitboy" on AIM, by the way.
It's a bit more complicated than I wanted it to be, yes. But even in this unfinished, unoptimized state, it isn't half as complicated as Juan Pablo's BlenRig, for example. Which isn't to say it's right or wrong, more to say I don't know of a better way of making the mesh deform realistically without a really complex rig.
If you have a rig you'd let me look at, I'd love to. Any tips or suggestions on how to do this are welcome, really. Most of the blender forum threads on this kind of stuff really don't address the hard stuff, probably because nobody's come up with a good solution yet.
I'm "paddedrabbitboy" on AIM, by the way.
Mancandy is a true squash/squish animation figure, but he uses a completely different method of animation than what I'm going for. I'm trying to go for a full rig setup, something like what you would use in Poser or similar software. Mancandy uses a lot of lattice deformations and targeting to empties/objects to squish and stretch the body around, which is a fine way to do it, but it's not what I'm going for.
Honeybun is supposed to look toonish, but move in a fairly realistic fashion. The squash/squish I'm talking about in my post is the stretching and moving of layers of fat and/or muscle around the torso. Basically, when you bend forward, your belly kinda bulges outward, and your backside and buttocks stretch out along the curve of your spine. Or when you bend down on one side or the other, your "love handles" squish or stretch depending on what side of the body you're looking at. I'm trying to create a rig that simulates that as best as possible, in all reasonable poses. It might be a bit ambitious for my level of knowledge, but on the other hand... the whole reason I started out with Blender was to be able to pose my own figures, so I'm doing my best to get a rig that will let me do that as easily as possible.
Honeybun is supposed to look toonish, but move in a fairly realistic fashion. The squash/squish I'm talking about in my post is the stretching and moving of layers of fat and/or muscle around the torso. Basically, when you bend forward, your belly kinda bulges outward, and your backside and buttocks stretch out along the curve of your spine. Or when you bend down on one side or the other, your "love handles" squish or stretch depending on what side of the body you're looking at. I'm trying to create a rig that simulates that as best as possible, in all reasonable poses. It might be a bit ambitious for my level of knowledge, but on the other hand... the whole reason I started out with Blender was to be able to pose my own figures, so I'm doing my best to get a rig that will let me do that as easily as possible.
Heh. =;) Try this one for an eye bender sometime;
http://www.jpbouza.com.ar/ENG/blenrig.html
Enable the first five armature layers at the same time and enjoy the dizzying feeling of confusion.
(responded in the wrong place the first time around lol)
http://www.jpbouza.com.ar/ENG/blenrig.html
Enable the first five armature layers at the same time and enjoy the dizzying feeling of confusion.
(responded in the wrong place the first time around lol)
Heh. =;) Try this one for an eye bender sometime;
http://www.jpbouza.com.ar/ENG/blenrig.html
Enable the first five armature layers at the same time and enjoy the dizzying feeling of confusion.
http://www.jpbouza.com.ar/ENG/blenrig.html
Enable the first five armature layers at the same time and enjoy the dizzying feeling of confusion.
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