Bones problems.

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darkmatter
Posts: 40
Joined: Thu Aug 16, 2007 3:54 am

Bones problems.

Post by darkmatter »

Image

Well, another problem :?

I draw the arms, put the bones, but no matter what i do (flexible bones, region bones, bind points, whatever) i have always that kind of problems. What can I do?
Genete
Posts: 3483
Joined: Tue Oct 17, 2006 3:27 pm
Location: España / Spain

Post by Genete »

split the shape into two ones and add some sort of joint to the forearm. Hide the lines of the joint and it would prevent to show the bad binding. Also you can tweak it with point motion.

Look the samples:

FLEXIBIND - ONE SHAPE
Image

BIND POINTS - TWO SHAPES
Image

IT WORKS
Image

Try to do it by your self.
-G
darkmatter
Posts: 40
Joined: Thu Aug 16, 2007 3:54 am

Post by darkmatter »

For some reason, still don't work... here's the anme

http://www.mediafire.com/?ejyl9f3qyzv
Genete
Posts: 3483
Joined: Tue Oct 17, 2006 3:27 pm
Location: España / Spain

Post by Genete »

You have add a central point in the middle of the joint. It would cover the bad region. Also bind the points to the bones as they are in the image.
-G
darkmatter
Posts: 40
Joined: Thu Aug 16, 2007 3:54 am

Post by darkmatter »

well... i'm trying that and keep giving me problems :S the middle point isn't covering anything i guess.

Edit- It's working now =) thanks pnce again.
darkmatter
Posts: 40
Joined: Thu Aug 16, 2007 3:54 am

Post by darkmatter »

Well... problems again... I did everything like you said, but for some reason, the right arm doesn't respect the point bind... And even the left arm doesn't have a smooth efect like i would like.

http://www.mediafire.com/?9pl221w9nmt
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heyvern
Posts: 7042
Joined: Fri Sep 02, 2005 4:49 am

Post by heyvern »

This is how I do arms:

http://www.lowrestv.com/moho_stuff/foru ... n_mod.anme

It is not an "exact science". I rotate a bone around a joint in different postions on several frames and use onion skin to tweak the bones and points on frame 0 so the bending joint looks smooth.

I do not use any point/bone binding. All the points of the arms use flexible binding.

I added two "fan bones" at the joints. These can helps smooth the joint although in some cases it isn't absolutely necessary. These fan bones are children of the upper arm bone and have a 0.5 rotation constraint to the forearm.

Notice as well I left the "cross" splines dangling on the joints so you can see how they go straight through the joint.

On your original you had the joint spline or line, connected to the upper arm. This will not make a smooth joint. The arm should be drawn as a continuous shape and THEN a spline is added across at the joints and the two arm shapes created.

-vern
Genete
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Joined: Tue Oct 17, 2006 3:27 pm
Location: España / Spain

Post by Genete »

Dear Vern,
the fan bones are so cool but the configuration of the crossing spline that divides the arm in two shapes don't work properly in that way.

See what happen if I enable outlines to both shapes and hide the ones of the crossing splines.

This is the arm in a extended position:

Image

And this is the arm in a flexed position:

Image

If I hide the edges that gives a bad looking in the flexed position:

Image

Then the extended position becomes broken:

Image

:?

The only way to solve this was translating the extra point in the middle of the crossing spline. Like the example image of the beginning. (BIND POINTS TWO SHAPES). By translating the extra point in the middle you cover the strange bending of the outline of the lower shape and no strange bending appears.

I think I learned it from you... :wink:
-G
darkmatter
Posts: 40
Joined: Thu Aug 16, 2007 3:54 am

Post by darkmatter »

Thanks for the help! But i'm really getting confused, and I really want to learn...

What's the "onion skin"? I really can't figure out how you did this smooth effect to the arms heyvern :S

Yes, i noticed now that problem Genete :S But the extra point is already in the middle, what i've got to do to solve the problem?

Thanks once again =)
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heyvern
Posts: 7042
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Post by heyvern »

Genete,

There was no stroke in the original file. With a little tweaking I could get that line at the joint to work.

This technique works for me I just didn't spend as much time on it.

----

Onion skin is in the help files.

Click on the "boxes" under the numbers of the time line and this shows that frame on all frames.

So on frame 0 you can see how the joint is working on frame 1 or 10 or 27 etc.

-vern
darkmatter
Posts: 40
Joined: Thu Aug 16, 2007 3:54 am

Post by darkmatter »

There isn't any step by step tutorial anywhere? I'm not "getting" this, i've read the all topic a bunch of times, i tryied to do this alone in every way, but it gets always wrong... :cry:
Genete
Posts: 3483
Joined: Tue Oct 17, 2006 3:27 pm
Location: España / Spain

Post by Genete »

darkmatter wrote:There isn't any step by step tutorial anywhere? I'm not "getting" this, i've read the all topic a bunch of times, i tryied to do this alone in every way, but it gets always wrong... :cry:
There are several tutorials done by myles on this subject.
Please review the links on this page:

http://www.begonza.com/pmwiki/pmwiki.ph ... tudioLinks
-G
darkmatter
Posts: 40
Joined: Thu Aug 16, 2007 3:54 am

Post by darkmatter »

Thanks =) After many readings and many tryings, I made a bone setup that i really like :D Thanks genete and heyvern =)
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