3D Leg

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Genete
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3D Leg

Post by Genete »

Perhaps I'm getting completely crazy but I have started a new rig for another body part.

For the moment I've only set up the shapes and the begining and the end bones of femur and tibia in order to give movement to the points of the shape. Also I have added some points tweking to better draw the joint. Also there are some points that give curvature to the thigh and the calf when rotating There is no 3d rig in this example, the animation is made with bone movement only and a little point tewak. As well as points are binded to traslating bones its movement could be recorded into an action that can be used several times to give more adaptation to the joint and bending to the thigh and calf. They will follow the bone corrdinate system, so when the bone rotates they rotates also.

http://amanoalzada.iespana.es/Mohostuff/3Dleg.swf

I post an example of a right leg rotating by its vertical axis first and after bend itself elevating the knee.
The layer setup is ready to be 3D rigged with the same thech than a finger of the hand.
¿What do you think?
As soon as I have the 3D rig I'll post it
Regards
Genete
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jahnocli
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Post by jahnocli »

Looks good so far!
You can't have everything. Where would you put it?
Genete
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Post by Genete »

I've just rigged the leg.
Here are the files
http://amanoalzada.iespana.es/Mohostuff/2nd3Dleg.swf
http://amanoalzada.iespana.es/Mohostuff/2nd3Dleg.anme

In the file you would see that there is some point adjustment to give "muscle" to the leg. It can be tweaked manually or by actions. Also you can make the voleme thiner and without muscle for a female leg. You can create an action for the extreme position and then cut out the keyframe that are in the middle just with a click of the move point tool in the proper keyframe. I have some difficults to reach the knee ilusion because I want to do it with bones and not with point motion.
The good benefit of the rig is that you can control the leg in a pseudo 3D space and then now it is easier to performa a front (or back) walk because the basic bone movement is done in a side position (the master bones).The fine adjustment could be done with bones and / or with point motion combined (or not) with actions.

Please feed back.

Regards
Genete.
Genete
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Post by Genete »

Work in progress.

http://amanoalzada.iespana.es/Mohostuff/3rd3Dleg.anme

Just if someone is interested in how to do it.
I'm working on the foot now. Very difficult.
If you download the file play with the big bones at the botom-right.
It is still being under development.

I'll be glad to give more explanations if someone is interested on this 3D rig technique. Perhaps this work in progress could give you more clues.

Cheers
Genete.
Genete
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Location: España / Spain

Post by Genete »

I'm having very slow progress in the foot. There are too many joints and the shape is quite different fom a view to another.
I've prepared a swf sample to show you some "online" animation.

http://amanoalzada.iespana.es/foot-sample.html

As far as I have the foot with shapes I will post the anme file.
Regards
Genete
human
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Post by human »

Marvelous
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Víctor Paredes
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Post by Víctor Paredes »

genete, your experiments are amazing, but they really escapes of my brain.
Genete
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Post by Genete »

human wrote:Marvelous
Thanks. I hope I can make a 3D walk cycle with this stuff.
selgin wrote:genete, your experiments are amazing, but they really escapes of my brain.
It is really not difficult. You should only have to do two things:
1) Understand the basics. Perhpas read again the 3D rig tutorial would help. I have to rewrite that tutorial for a FRONT-SIDE workflow that is what I'm using now.
2) Think about your stuff in 3D. I look frequently to my self (my feet for instance) to try to understand the volumes that are involved. Then I "convert" them into spherical voulmens and lines that connect them. Really I have only 3D for the fingers skeleton, ad two "bones" of the foot (one for the fingers center and other for the heel center) they are linked to the main joint of the foot that also have some "volume". Also I'm also introduciong some aids with points that "give curvature to the line". They can be animated from pose to pose using actions or by hand.

I will be very happy if someone could make its own 3D rig. Anyway I'll be happy also if you decide to use the files. They are posted here to be used for anyone. I only ask for author recognition in your credits if you do something professional. The thecnique itself is open obvoiusly.

Also I'll be glad to help someone that is more interested in this stuff and want to create its own rig.

Best
Genete
Genete
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Post by Genete »

I still working on the joint of the foot and the leg.
In the meantime I've done some tests with the incomplete foot to see how difficult is to make a walk.

The sample files:

http://amanoalzada.iespana.es/Mohostuff/4th3Dleg.anme
http://amanoalzada.iespana.es/Mohostuff ... -test.anme

http://amanoalzada.iespana.es/Mohostuff/4th3Dleg.swf
http://amanoalzada.iespana.es/Mohostuff ... g-test.swf

The first file have in the last frames a side view of he "walk cycle" (it is only a leg). The second file (test one) have the same keyframes for the leg and foot but it is a front view. Only modifing a pair of bones and done. Of course I have to tweak the other bones that give the volume to fit the leg and foot in the new view.

Also I have putted the foot in a switch layer and now I can change from side to side view of the foot with proper finger ordering. For the front view of the finger I have to fix them in the same way as the hand fingers are done. That's not difficult and will be fixed at the end. Now the mots difficult issue I have on the desk is the joint between the foot and the leg... Still working...

Cheers
Genete
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