Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 09-05-2006 , 08:39 PM
Registered User
Join Date: Dec 2005
Posts: 2

Shoulder Rigg/SkinBind

Hi,

I'm doing a student work on front crawl swimming, and I'm creating a model which will show the swim style of front crawling.

Now I got stuck with the shoulder. Everything works fine, but the shoulder drives me crazy.

The deformation is really bad, when I rotate the collar bone, and I think it is because of the placement of the joints.

In the pictures you can see the joints in the bind pose and in the deformation. Sadly it is important for the swimming, that the arm can go up, over the head, like in the picture. This extreme pose makes the need for a well done shoulder/collar bones more important.

Can anyone give me a hint, how to do the shoulder/collar bone placement and rotation?

Here are 3 Pictures, to explain what I mean:
https://www.eightball-design.de/shoulder/pic1.jpg
https://www.eightball-design.de/shoulder/pic2.jpg
https://www.eightball-design.de/shoulder/pic3.jpg


I hope you can understand what I mean, my english is not the best.

# 2 14-05-2006 , 09:49 AM
varley's Avatar
Registered User
Join Date: Oct 2005
Posts: 112
proper weighting can definately fix alot of that....you need more weighting on top of the shoulder to upper arm joint....and less of the side of the torso weighted to the upper arm

-also, the clavical bone is going too far out (as in too long), it should be shortened to the point where the top of the upper arm joint is at the very start of the shoulder...not halfway throught it

- once these adjusments are made...if you need even more control...you'll need to use influence objects


Last edited by varley; 14-05-2006 at 09:52 AM.
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