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Author Topic: Novice Animator in Need of Help  (Read 975 times)

SolarShado

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Novice Animator in Need of Help
« on: September 25, 2009, 06:35:44 pm »

Spoiler: Rendered 3D Image (click to show/hide)
Looks OK I hope. Texturing and such isn't finished. Yes, it's supposed to look like it came out of Wall-E.

So here's my problem: See that fold at the bent elbow? Any tips for getting rid of it? I'm using Blender and an armature. I just used the "Set Vertex Weights from Bone Envelopes" and that's what I get. I suppose I could tinker with the weight of each vert individually, but surely there's a better way?
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Davion

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Re: Novice Animator in Need of Help
« Reply #1 on: September 26, 2009, 08:08:36 am »

Nope, the only way to get rid of that fold is to mess around with the weights in that general area by hand.

Welcome to the horrors of rigging :)
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Armok

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Re: Novice Animator in Need of Help
« Reply #2 on: September 26, 2009, 01:15:56 pm »

Yea, it's the weights. Also, depending on what you want using separate objects is probably a better solution than soft skinning for this kind of robotic character.
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SolarShado

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Re: Novice Animator in Need of Help
« Reply #3 on: September 26, 2009, 02:11:29 pm »

Yea, it's the weights. Also, depending on what you want using separate objects is probably a better solution than soft skinning for this kind of robotic character.

*a lightbulb appears over SolarShado's head* (we need a smilie for that)

I'm not sure if this's what you had in mind or not Armok, but I think I'll try it:
  • Each arm section (in this case just the upper and lower arm) is a cylinder with it's object center near the base end.
  • Joints are spheres of the same diameter as the cylinders, or slightly larger depending on the desired appearance
This should work perfectly, and I'm already using multiple objects for this little guy (currently named "CubeBot") anyway.
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Armok

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Re: Novice Animator in Need of Help
« Reply #4 on: September 26, 2009, 04:27:39 pm »

Yea, thou it's better to use a skeleton and parent the cylinders to the bones, so you can later use inverse kinematics and such. Also the object centre (thats called a pivot point, by the way) shuld be in the exact center of the sphere most likely, and the sphere can actualy be part of the same object as one of the cylinders.

(I'm not 100% sure everything I say is consistent over all software, but it probably is)
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SolarShado

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Re: Novice Animator in Need of Help
« Reply #5 on: September 26, 2009, 11:47:20 pm »

I didn't think of joining the spheres with one of the cylinders... thanks again. :)

I don't know if Blender'll allow parenting to a specific bone. If it does, I'm not sure how to do it. Shouldn't be too hard to figure out, though.
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