Hand reference and Vitruvian bones !!
Moderators: Víctor Paredes, Belgarath, slowtiger
Hand reference and Vitruvian bones !!
When we make a characters lets say we want a character hug another character or grab something so the character had a hand rigged inside the main bone so the hand has a spirit bone but its bind to main bone or chest bone specifically so when we move lets say chest bone the hand will follow the chets bone right ! but when you want to make a hand references and put it outside the main bone it will still referencing the hand bone but it will no longer follow the chest bone and thats so disappointing because what is the point of referencing if its not useful and another thing is the refrence bone is very interesting if we use it in switch layer and the reason is lets say we have switch layer and hand bone referencing so we have 2 bone inside switch layer when we move the main hand bone the reference will follow so its like vitruvian bone but its following the same move and i think its better to follow but the vitruvian bone is simple and easy and better if all bone is on the main bone but what is the point for all this? the point is to make work easy and more capable to do more option and better for animation i think you can make a hand bone spirit and bind layer to chest bone and then make vitruvian bone or make a refrence layer or combine it or make a switch layer you can do many things but any movement outside main bone will not follow the chest bone because its ouside rig another thing so what is the different between making all bone in main bone or siprit hand bone and bind layer the siprit is better in my opinion bcz you can use it for another character and scale it and its ready.
Re: Hand reference and Vitruvian bones !!
ChatGPT wrote:When creating characters, let’s say we want one character to hug another or grab something. In order to achieve this, we can rig a hand inside the main bone. The hand has a spirit bone that is bound to the main bone or specifically to the chest bone. So when we move the chest bone, the hand will follow accordingly. However, if we want to create hand references and place them outside the main bone, they will still reference the hand bone but will no longer follow the chest bone. This can be disappointing because the whole point of referencing is to make things more useful.
Another interesting aspect is the use of reference bones within a switch layer. For instance, if we have a switch layer and a hand bone as a reference, we essentially have two bones inside the switch layer. When we move the main hand bone, the reference bone will follow along. It’s like a vitruvian bone, but both bones move together. While this can be simple and easy to use, it’s more advantageous to have all bones on the main bone itself.
The purpose of all this is to make the workflow easier and more versatile for animation. I believe you can create a spirit bone for the hand and bind it to the chest bone, and then create a vitruvian bone or a reference layer, or even combine them in a switch layer. This allows for various possibilities. However, it’s important to note that any movement outside the main bone will not be influenced by the chest bone, as it’s a separate rigging element. So, the difference lies in whether you prefer to keep all bones within the main bone or utilize a separate spirit bone for the hand, which offers more flexibility, especially when reusing it for other characters and scaling as needed.
Re: Hand reference and Vitruvian bones !!
When you want to make a character hug another one and those kind of animations where you need a layer order that is difficut to achieve, you can use references. Make a reference of the entire character, and then turn the visibility of most layer off and leave only the element you need. It will move like your original character so you won't have that problem.
Thank you haha.