Posted: Tue Jul 03, 2007 12:56 am
Hi!
Here there is an example of what can be done.
http://www.darthfurby.com/genete/Other/3Dleg2.zip
(the zip files include all the needed scripts to make the file play)
http://www.darthfurby.com/genete/Other/3Dleg2.mov
It is like a longitudinal section of a leg (thigh, knee and calf)
Please watch carefully the anme file to realize that the thigh is 3D binded (*) to a bone called "c", the knee is 3D binded to a bone called c_87.pt and the calf is 3D binded to a bone called c_85.pt.
Notice also that c_87.pt is 3D binded to "c" and c_85.pt is also 3D binded to "c".
All the bones binded to "c" rotate by masterX and masterY bones.
All the bones binded to c_87.pt rotate by c_87.mX and c_87.mY
All the bones binded to c_85.pt rotate by c_85.mX and c_85.mY
c_87.pt and c_85.pt are very close but not the same point. It allow to have two independent mX and mY bones for each.
Also I have included a trick that is that rotation of c_87.mX is controlled by 0.5 times rotation of c_85.mX, to have the knee properly placed each time.
c_85.mY and c_87.mY are useless. (they wouldn't rotate unless the leg were broken
)
Forgive me about the tutorial but I still making tests with the scripts. There are some situations were the auto 3D rig don't work properly. I have to fix it.
Please be patient.
Regards
-G
(*) Sorry for the free speech.
Here there is an example of what can be done.
http://www.darthfurby.com/genete/Other/3Dleg2.zip
(the zip files include all the needed scripts to make the file play)
http://www.darthfurby.com/genete/Other/3Dleg2.mov
It is like a longitudinal section of a leg (thigh, knee and calf)
Please watch carefully the anme file to realize that the thigh is 3D binded (*) to a bone called "c", the knee is 3D binded to a bone called c_87.pt and the calf is 3D binded to a bone called c_85.pt.
Notice also that c_87.pt is 3D binded to "c" and c_85.pt is also 3D binded to "c".
All the bones binded to "c" rotate by masterX and masterY bones.
All the bones binded to c_87.pt rotate by c_87.mX and c_87.mY
All the bones binded to c_85.pt rotate by c_85.mX and c_85.mY
c_87.pt and c_85.pt are very close but not the same point. It allow to have two independent mX and mY bones for each.
Also I have included a trick that is that rotation of c_87.mX is controlled by 0.5 times rotation of c_85.mX, to have the knee properly placed each time.
c_85.mY and c_87.mY are useless. (they wouldn't rotate unless the leg were broken

Forgive me about the tutorial but I still making tests with the scripts. There are some situations were the auto 3D rig don't work properly. I have to fix it.
Please be patient.
Regards
-G
(*) Sorry for the free speech.