Primary tabs

Comments by User

Saturday, November 27, 2010 - 02:15

Bah I just wished they made a limited SA that keeps the derivate as there own medium

 

Thursday, November 25, 2010 - 15:06

The rig seems made to be deformed

Not exactly what we need for a game rig

Monday, November 22, 2010 - 03:52

No you don't get,spline IS the many bones,its a method to control many bones using IK because the simple IK breaks down

What I wanted you to copy is the controlling mechanism and limiters

IT HAS NOTHING TO DO WITH SPLINES nor does the rig which probably has normal IK

Sunday, November 21, 2010 - 11:25

Bah thats completely useless,do you think we can afford that many bones?

Its not even SPINE but SPLINE which is completely different

Spline think of it more like a bezier curve or photoshop path

Sunday, November 21, 2010 - 05:49

There 2 types of animation

Good animation and Bad animation

There is no such thing as game animation and movie animation

This is a unified game rig,where all possible conditions have to be taken into account including the use of the rigs in cutscenes

If you think IK is still good for spine I challange you to recreate all this movements

http://www.cactus3d.com/FakeIKFKSpine.mov

The rig is IK with helper bones

Sunday, November 21, 2010 - 03:30

In animation you >>WANT!!!!<< control thats the point,giving less control is the opposite of a good rig

Any animator will jump at your neck for what you are doing

I won't even bother following this anymore if that is your reasoning

Animators want only one thing and that is animating as easily as possible but as precisely as possible,in other words recreating accurate believable  movement fast,without precision believable movement is not possible

Also any helpers can go in the rig as long as they don't modify geometry, if only the bones control geometry I don't care what is in the rig

End of rant

 

 

Saturday, November 20, 2010 - 13:38

Other then the fact that if your spine moved like that you would not be human?

Seriously cut it out with the IK ,its not good to control everything with it

Also learning from movie rigs is a good thing,there made to help the animators, at least the human ones where there isn't cartoon deformation or strange limbs should be good examples,the only things you shouldn't care about them is morphs, shape keys,deformation systems, head rigs or spline bones otherwise you should learn as much as you can from whatever you can,including like you said other programs

Actually make a list of points and tricks you have discovered in those rigs and see if they are feasible to implement

Also I would suggest to look at footage showing on how a real human moves as I think this is the biggest problem you have,as you have no clear sense of how things should move

edit:

Almost forgot for spine why not go with mancandy implementation?

http://www.youtube.com/watch?v=T__WfyEFxkg

Its basically a FK setup with a a few tricks,and looks like it works really well

Just ignore the deform stuff

edit2:

Nevermind looks like the mancandy one is a little bit to complicated

Saturday, November 20, 2010 - 12:01

The spine IK doesn't work at all,it worked better in the previous version

My recommendation is to look at how other rigs handle it,if they only have fk for spine will just use fk

Friday, November 19, 2010 - 07:26

The texture has some really bad artifacts

They like compression artifacts,do you still have the originals?

How did you made this?

Its such a shame because the texture is pretty interesting

 

Thursday, November 18, 2010 - 03:54

I mean the hand not the finger forgot to add a "don't think"

Don't parent it to the hand control,parent it to the hand

Looks like the fully connected rig isn't going to happen after all

The metarig shape library doesn't look very promising with that mesh twisted horribly like that

Pages