Vector Point distortion when arm or leg flexes with bone

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John25S
Posts: 27
Joined: Tue Jan 29, 2008 3:20 am

Vector Point distortion when arm or leg flexes with bone

Post by John25S »

Hey guys I've had anime studio for about a year now and i pretty much figured out solutions to the problems i have by myself but this one is a brick wall! I'm 50% done with my current project (backgrounds, Script etc) I just need help on how to make a natural moving arm! Now i can draw my ass off but every time i try to put bones in the arms of my character the vector points always screw up every time i make them flex their arm. Ive seen how the people from cartoon solutions rig their characters by using a square shape and molding into an outline but it seems and feels quarky and unmanagable. Is there any tips, clues, tricks on how i can get rid of that point distortion? Any help would be appreciated.

Thanks :) PEACE
Genete
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Location: España / Spain

Post by Genete »

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mkelley
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Post by mkelley »

I'm guessing they'll dump this thread (against the other one you started) but let me sum up -- vastly increasing the weights of the arm bones will help a LOT. And removing vertices from the side that bends (so you have one in the joint only) with many on the opposite will also help. A combo of both may be necessary.
phastraq
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Joined: Tue Jun 05, 2007 6:22 pm
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Post by phastraq »

I've found that using point binding works well. That way only the point I want to move with each bone move when they should. Using this method I am able to control the little fold line you should get when bending your arm. I'll post the ASP file later.
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