For this character i used only skeleton and weights, nothing more. The shoulder are consist of Clavicle, Shoulder, 2 Bicep joints (For twisting the upper arm) and scapula at the back. I think for good shoulder deformations you have to play with the correct possitioning of the bones and then a good time spend for the weighting. Also play with the Rotate order of the joints so they don't flip....
I'll try to explain... Make a joint chain of 2 joints Aiming downwards. Put a locator at the end and aim constraint that chain at the locator. THe locator you can parent constraint to the Chest joint. The scapula joint chain you parent to the clavicle so it moves with it. This way when you move the Clavicle the scapula joint will rotate aiming at the locator... THere shoud be some videos in youtube
so basically the joint of the scapula should point downwards right? but when i place the locator..where shoudl be exatly? just at the end of the scapula chain?
because i try this and i have problems when i roteate the shoulder foward..
maybe because i place wrong the joint of the clavicle and the scapula?
i dont know if i should follow a realistic skeleton or place the clavicle in the middle of the mesh :/
This is an awesome rig! I'm still new to the whole rigging your character stage and I am still having trouble rigging arms and heads. You wouldn't perhaps know any good books, videos or other types of tutorials that might be of good use when it comes to rigging? Thanks!
man i love that rig. Seriously beautiful work. I need a little tip on linking my ik and fk skeletons together so that i don't have to blend or snap and that I can just grab controllers and animate.
@sonicist1 hm wow.. just read that comment... If you still havent found a way.. i have to tell you that you'll have to do it with MEL. There is no other way as far as i know to make Ik\Fk Match... With MEL or Python.. you just take the global position of the FK wrist and paste these on the IK controler and vice versa...
@instruct9r sweet man if you could swing by my channel page and maybe put some sample code in my inbox that would be sweet, if not it is no big deal. I would love to just study your rig and I have some quicktime stuff of a couple of my rigs and would love some pointers if you have time.
Great work! I see you've managed to combine the surface-constrained controllers with blendShapes and skinClusters, are they scalable? And have you used clusters or joints for them?
It's joints. I will suggest you to play with the hidden attribute bindPreMatrix of the skinCluster. Other than that yes you can scale, translate and rotate them. The points move with the mesh and deform the mesh, but for hint i will tell that joints and blendShapes are attached to different heads which are then applied to third head and put both to 1, so this way you can make the blendShapes head move the points :)
really cool rig man and i love the deformation..
i still have problem with the clavicle on the back of the character..even if i use muscles
what kind of setup do you have for the sheulder?? your looks so good
acamporota 4 months ago
@acamporota
For this character i used only skeleton and weights, nothing more. The shoulder are consist of Clavicle, Shoulder, 2 Bicep joints (For twisting the upper arm) and scapula at the back. I think for good shoulder deformations you have to play with the correct possitioning of the bones and then a good time spend for the weighting. Also play with the Rotate order of the joints so they don't flip....
thanks
instruct9r 4 months ago
@instruct9r oh i think what i miss is the scapula..i dont know how to set up the rotation of the scapula?
i didnt find anything on internet...
any suggestion?
thanks for the reply
acamporota 4 months ago
@acamporota
I'll try to explain... Make a joint chain of 2 joints Aiming downwards. Put a locator at the end and aim constraint that chain at the locator. THe locator you can parent constraint to the Chest joint. The scapula joint chain you parent to the clavicle so it moves with it. This way when you move the Clavicle the scapula joint will rotate aiming at the locator... THere shoud be some videos in youtube
instruct9r 4 months ago
@instruct9r mm ok i think i got it...
so basically the joint of the scapula should point downwards right? but when i place the locator..where shoudl be exatly? just at the end of the scapula chain?
because i try this and i have problems when i roteate the shoulder foward..
maybe because i place wrong the joint of the clavicle and the scapula?
i dont know if i should follow a realistic skeleton or place the clavicle in the middle of the mesh :/
sorry if i bother you :/
acamporota 4 months ago
This is an awesome rig! I'm still new to the whole rigging your character stage and I am still having trouble rigging arms and heads. You wouldn't perhaps know any good books, videos or other types of tutorials that might be of good use when it comes to rigging? Thanks!
BlackHat0 7 months ago
man i love that rig. Seriously beautiful work. I need a little tip on linking my ik and fk skeletons together so that i don't have to blend or snap and that I can just grab controllers and animate.
sonicist1 9 months ago
@sonicist1 hm wow.. just read that comment... If you still havent found a way.. i have to tell you that you'll have to do it with MEL. There is no other way as far as i know to make Ik\Fk Match... With MEL or Python.. you just take the global position of the FK wrist and paste these on the IK controler and vice versa...
cheers
instruct9r 4 months ago
@instruct9r sweet man if you could swing by my channel page and maybe put some sample code in my inbox that would be sweet, if not it is no big deal. I would love to just study your rig and I have some quicktime stuff of a couple of my rigs and would love some pointers if you have time.
sonicist1 4 months ago
awesome rigging !!!
henshin75 10 months ago
非常好。!!
jazzbreeze1 10 months ago
very good man! but the animation is not very good. I'm from Brazil.
marceloogatao 1 year ago
@marceloogatao
i appreciate your comment, but where did you saw animation? At the end of the video i am just showing the deformations on the high poly.
peace
instruct9r 11 months ago
Great work! I see you've managed to combine the surface-constrained controllers with blendShapes and skinClusters, are they scalable? And have you used clusters or joints for them?
Awesome :)
shcmack 1 year ago
Hi shcmack
It's joints. I will suggest you to play with the hidden attribute bindPreMatrix of the skinCluster. Other than that yes you can scale, translate and rotate them. The points move with the mesh and deform the mesh, but for hint i will tell that joints and blendShapes are attached to different heads which are then applied to third head and put both to 1, so this way you can make the blendShapes head move the points :)
instruct9r 1 year ago
Dang, nice work!
TheBrianar 1 year ago 2
Wow thats a really great rig, must have took a long time to get all those deformations. Excellent job.
Serenity4art 1 year ago 2