7feet wrote:For the hips, since they don't have that individual movement, you could make a similar setup, but have one of the hipbones angle constrained (by minus 1 to mirror) the other, as well as scale constrained by 1. That'll allow you to adjust the angle and perspective of the hips using only one bone.
That was actually a very good tip (only the angle constraint needed to be 1, instead of minus 1), because this allowed me to use the visual part of the shoulder to put the invisible part in the correct position.
Here's the animation on YouTube:
http://www.youtube.com/watch?v=5CcOFA1LDsM
And there were some interesting additional observations using this method:
- unlike what you might think, the hips DO go up and down
- the back is lengthened and shortened through perspective, so the mid between the shoulders also goes up and down and back and forth
So the trick seems to be to do the following:
- Track the position of the center of the hips, using bone translation of the root bone
- Track the position of the mid between the shoulders, using bone rotation and scaling of the back bone
- Track the positions of the hips and the shoulders, using bone rotation and scaling
- Align the upper legs and arms, using bone rotation and scaling
- Align the lower arms and legs, using bone rotation and scaling
- Align the feet, using bone rotation and scaling
This is only the primary animation. There is of course secundary animation, such as the turning of the the head, flapping of skin folds, muscles and such. Furthermore, not everything has been considered (e.g. the turning of the upper body, changing perspective of the hands and feet). I guess these things are only important if you use a more realistic model.