Digital humans the art of the digital double
Ever wanted to know how digital doubles are created in the movie industry? This course will give you an insight into how it's done.
# 1 21-03-2003 , 11:54 PM
Jim's Avatar
Registered User
Join Date: Jun 2002
Location: Adelaide Australia
Posts: 201

Forearm and upperarm joint deformation?????

Hi,

Just keen to know how other people setup skeletons/deformers to achieve realistic skin deformation around the forearm and upperarm when the arm is twisted along its length, ie. X axis?

I want to get rid of the problem of the shoulder twisting around horribly when I twist the upperarm.

Hope this makes sense.

re jim


Mayan elder......only in years.....
# 2 22-03-2003 , 01:50 AM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
I kinda create a "double shoulder" joint. If weights are painted right, it works pretty good, I think. I use it in the Character Rigging vid here at SM.

# 3 22-03-2003 , 08:42 AM
Jim's Avatar
Registered User
Join Date: Jun 2002
Location: Adelaide Australia
Posts: 201
thanks,

Yeh, I thought I may have resort to adding an extra bone in the upperarm and forearm. I was hoping to use some sort of weighting or deformer setup as the rig I want to use does not have these joints already in place and I'm sure that adding bones may screw up the expressions, etc..

The rig is called 'Adanced skeleton' created here in Australia. It is free download 'trial version' from Highend 3d.

I would love to download that tut file. How large is the file?

re Jim


Mayan elder......only in years.....
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