Bone orientation warping in -show
by Terence M. · in Artist Corner · 02/06/2005 (7:30 pm) · 12 replies
G'day
I seem to be having a problem repeatedly popping up
my model, when i view it in -show, it bones seem to be orientated wrong during animation
it was doing this before, so i started a completely new rig (same model), and the problem still seems to be there
if anyone could check our my blend, and see what might be wrong, id much appreciate it
grab it here http://home.exetel.com.au/tmc/sanctus/male_blender.rar
I seem to be having a problem repeatedly popping up
my model, when i view it in -show, it bones seem to be orientated wrong during animation
it was doing this before, so i started a completely new rig (same model), and the problem still seems to be there
if anyone could check our my blend, and see what might be wrong, id much appreciate it
grab it here http://home.exetel.com.au/tmc/sanctus/male_blender.rar
#2
02/07/2005 (3:54 am)
Is there extra things i should know for how things should be orientated? im getting at least a little bit of warping every time. (sometimes a lot)
#3
02/07/2005 (7:06 am)
Trying to remember exactly what my problem was with this... I think it was my bone heirarchy... I had the same think though... make sure all the bones that should be IK are and the ones that aren't are not... and I think I avoided this by not animating th initial bone off of the root bone...
#4
02/08/2005 (12:42 pm)
Thanks for your help :)
#5
Could you explain a little more about not animating the initial bone off the root bone?? I'm not too sure what you mean.
02/09/2005 (6:43 am)
I'm having similar problems , the arms on my model are warping, everything else is fine though. I'm certain that every vertex is accounted for and I've already applied all the transformations etc.Could you explain a little more about not animating the initial bone off the root bone?? I'm not too sure what you mean.
#6
say you set the backbone as the root bone, the first bone created... the bones you create off of it initially are not IK (unless I'm getting this reversed)... since it doesnt need IK to know how to get to the root... I found if I animated those bones along with sub bones things started warping crazily... lol made a dancing monkey and animated nearly every bone in his body and he came out extremely disturbing, like some freaky creature from an old horror film lol... good for a laught at least
after messing with it I found if you leave those initial bones alone it animates pretty well. like say you attach some hip bones and hsoulder bones to your backbone... don't animate those, animate the upper arm with lower arm, etc...
might not be your problem, worked for me though... think it has something to do with IK, not sure though
EDIT: Terence, did that help any ?
02/09/2005 (10:28 am)
Hard to explain... i made a "blockMan" to test it and at first anims were very warped...say you set the backbone as the root bone, the first bone created... the bones you create off of it initially are not IK (unless I'm getting this reversed)... since it doesnt need IK to know how to get to the root... I found if I animated those bones along with sub bones things started warping crazily... lol made a dancing monkey and animated nearly every bone in his body and he came out extremely disturbing, like some freaky creature from an old horror film lol... good for a laught at least
after messing with it I found if you leave those initial bones alone it animates pretty well. like say you attach some hip bones and hsoulder bones to your backbone... don't animate those, animate the upper arm with lower arm, etc...
might not be your problem, worked for me though... think it has something to do with IK, not sure though
EDIT: Terence, did that help any ?
#7
Okay, seems like I didn't have a heirarchy problem after all...I appended my entire character into the example.blend and everything exporting perfectly. I don't know why I didn't try that sooner, I guess I was determined to set it up myself :/
Thanks anyway, I'll take the root armatures into consideration, wouldn't want ' Exorcist Monkey 2' rearing it's head.
I Hope things went well for you too Terence.
02/09/2005 (11:40 am)
EDIT:Okay, seems like I didn't have a heirarchy problem after all...I appended my entire character into the example.blend and everything exporting perfectly. I don't know why I didn't try that sooner, I guess I was determined to set it up myself :/
Thanks anyway, I'll take the root armatures into consideration, wouldn't want ' Exorcist Monkey 2' rearing it's head.
I Hope things went well for you too Terence.
#8
razedskyz.com/games/torque/
02/09/2005 (3:09 pm)
Lol "Exorcist Monkey 2"... I ought to dig up the dts, it was really really freaky lol...razedskyz.com/games/torque/
#9
02/09/2005 (3:17 pm)
Grab the kingmoonkay.dts and the .cs file to check him out, view his root sequence
#10
A similar animation happened to my caveman when I rigged him with a static base bone, similar to the one in the gus tutorial. Seeing Suzanne distort like that is a most disturbing sight.
02/09/2005 (11:52 pm)
Thats just plain wrong.A similar animation happened to my caveman when I rigged him with a static base bone, similar to the one in the gus tutorial. Seeing Suzanne distort like that is a most disturbing sight.
#11
02/12/2005 (9:44 pm)
Lol I bet.... I'm still having nightmares about the king moonkay... no ... noooo... now that isnt right what the monkey is doing to suzanne in my nightmare!
#12
ive i start with gus's rig, and delete most of the bones, and built my own from that, and its worked flawlessly!
02/15/2005 (6:18 pm)
Ive found that some of my rigs were just impossible to fixive i start with gus's rig, and delete most of the bones, and built my own from that, and its worked flawlessly!
Torque Owner Terence M.
bit the animations still arent coming out the same in torque as in blender, hopefully its just because its a primitive rig
so, i think the fix for this was.
pressing 'n' and making sure loc and rot are all 0, and than size is all 1
going into edit mode and realigning all the objects
and ctrl-a for applying the transformations if i made any
so confusing -.-