Joint Tool Problem

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Hi,

I think you can get the job done by simply using propper hierarchy...see here
Maybe you could share the file, so we have a better idea of how your character is constructed... It seems to me you need much more geometry...

Groetjes,
Filip
 
Hi,

I think you can get the job done by simply using propper hierarchy...see here
Maybe you could share the file, so we have a better idea of how your character is constructed... It seems to me you need much more geometry...

Groetjes,
Filip

Are you from belgium? because you write: Groetjes :D
 
zo'n 35 km daar vandaan...noord limburg
Als je vragen moest hebben en die liever in het nederlands stelt, mag je dat altijd via PM doen hoor...
 
Hi,

I think you can get the job done by simply using propper hierarchy...see here
Maybe you could share the file, so we have a better idea of how your character is constructed... It seems to me you need much more geometry...

Groetjes,
Filip

So I need to make my charachter in parts?

(I want to make something like this):
http://www.youtube.com/watch?v=7F0qhq7-K08
http://www.youtube.com/watch?v=I-sH53vXP2A&feature=related
http://www.youtube.com/watch?v=cPJUBQd-PNM&feature=relmfu

Look at the arms and body ect...
Please Help me!!!
 
the arms and legs bend, so, you may use bones for this.
In this case, you can use a combination of both techniques or bones with propper weighting...
Maybe you could share your file, so I can have a look at it...
 
Have a look at HERE...

needs some fine-tuning (vertex weights may be adjusted), but should get you going!
It's a character that can be animated with the splines only...(bones are hidden)
 
Last edited:
Have a look at HERE...

needs some fine-tuning (vertex weights may be adjusted), but should get you going!
It's a character that can be animated with the splines only...(bones are hidden)

Thank you, I will share my model soon but now I'm on school xD
 
the arms and legs bend, so, you may use bones for this.
In this case, you can use a combination of both techniques or bones with propper weighting...
Maybe you could share your file, so I can have a look at it...

Here's my file!! :)
 

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Ouch! :mrgreen:
Few questions first.
Why so many skeleton-tags?
Should arms and legs bend somehow? If so you need some ring-cuts to introduce more geometry.
Every part of your model is out-of-scale which will end in shearing during animation.

Cheers
Frank
 
Ouch! :mrgreen:
Few questions first.
Why so many skeleton-tags?
Should arms and legs bend somehow? If so you need some ring-cuts to introduce more geometry.
Every part of your model is out-of-scale which will end in shearing during animation.

Cheers
Frank

I don't know hot to make a (good) skeleton. This is my first character and I want to try that tag. please help me? :)
 
Yes, if I know what you mean... (I'm not very good at english so....)
There´s always Gooogle or other online translators available.

Here are two meshes: one will bend with the joints - the other will not, because there is not enough geometry in it. Do you understand this?

Cheers
Frank
 

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+ I told you, you may allways PM me in Duth
(je mag me gerust in het nederlands , via private message, vragen stellen hoor!)

OH thank you!!!
:) but on my "steve" character I got still a problem ...
If i do some ring cuts and i will rotate the joint I get very very weird stuff...
and the textures changes...
 

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