Thorough Understanding of Truespace Rigging

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Thorough Understanding of Truespace Rigging // Tech Forum

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Post by Woodclock // Aug 9, 2008, 9:17am

Woodclock
Total Posts: 9
Having read the applicable pages of the manual, watched the accompanying videos regarding Workspace rigging and posing, and having tried to copy what I observed in using the "Crazy Bob" rig, I am finding some inconsistencies in what I expect to get and what I actually get from rigs I make from scratch.


I want to understand everything that is going on with the "Crazy Bob" rig and then expand upon it as necessary. However, when I try to duplicate the joint limits, the locks and the IK handles, I do not get the same behaviour I observe when manipulating Crazy Bob.


Specifically, when I pull down on the "hip" IK handle, Crazy Bob assumes a sitting or squatting position, as you would expect. Legs stay properly oriented and feet stay glued to the ground, as one would want them to. All other limb movements also behave as you would expect.


When I try to make the same rig from scratch; handles, locks and limits being set to what appears to be the same as found in Crazy Bob, things do not behave in a manner even close to what I would expect. All the joints seem too stiff, not obeying the joint limits, not able to sit or squat, although feet do remain glued to the ground.


I've searched Google and the Truespace forums for definitive answers, but found none that detail the rigging process - the simple process found in the Crazy Bob model.


Where do I go from here? This understanding is pivotal in Truespace's acceptance within the CG character animating community. Once everything becomes plain, everyone should see thousands of new applicants.


Veterans of Truespace rigging: How about a simple, step by step explanation of exactly what is going on within the Crazy Bob rig? I use Crazy Bob as the reference point of Truespace rigging, because it contains the most function found within the limits of the fewest controls needed. Simple, yet profound.


Thank you,


Greg Smith

Post by holm // Aug 9, 2008, 9:35am

holm
Total Posts: 33
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I'm the author of the Youtube video "rigging a Quidam .obj model in Truespace". But i'm not the expert. As far as i know the Crazy Bob model is from Truespace animation expert "Sir" Oliver Röhe http://www.oroe.de/ . But seems rare here in the last time.

Post by trueBlue // Aug 9, 2008, 9:48am

trueBlue
Total Posts: 1761
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But what about Bob? :)
The Bobby Character is the same rig as Crazy Bob. But in addition it has a Handle for his head, has hair, clothes, and all of the Bones, Joints, Locks, and Handles are named. If you select any of these items with the Dyna Pose tool and have the Stack/Panels open they will show their options. Anyway not much help with your request but I thought it might make it easier to start off with.

Post by Heidi // Aug 9, 2008, 11:27am

Heidi
Total Posts: 335
Well I'm no expert, but let me see whether I can sort of explain it.


The direction of your IK groups is dependent on the direction in which you create your bones... so if you create the hip first, the feet are down the heirarchy as children to the hip.


The IK locks and handles work together in controlling the figure. Crazy Bob has full IK locks in both toes. He also has rotation locks in the thighs and shins.


If you started from the hip and then created the bones down each leg, activating the locks on his toes (in dynapose click on the locks... they'll turn green when activated). Those should be the only activated locks.


The IK handles on the feet have "preserve bone orientation" checked


The IK handle on the hip would have both "preserve bone orientation" and "use global locks" checked.


Now when you pull down on the hip IK handle his knees should bend and his feet stay in place.


If they still don't, try also putting a check in "invert IK groups". Whether or not your need to put a check in this one depends on the order in which you created the bones.


How much his joints bend will depend on the joint limits.


Anyway... I hope this helps. :(

Post by Tiles // Aug 9, 2008, 9:32pm

Tiles
Total Posts: 1037
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It's important to work with Global and Local Ik handlers. Unfortunately you cannot see if an IK handle is Global or Local this easy. The setup of Local IK handles must be checked and modified with the Add/Modify Inverse Kinetics Handle tool. One by one.


That said, load Crazy Bob, activate the Add/Modify Inverse Kinetics Handle tool, click at the hip IK handle, and have a close look. You may find two Rotation locks involved here. The secret for proper knee bend :)

Post by aidanodr // Aug 11, 2008, 3:08am

aidanodr
Total Posts: 90
Hi Tiles and all,


I too have closely studied Crazy Bob this morning - I think ...


I then went on to create a skeleton of my own with the same settings as bob ... I think:


http://www.netactivesolutions.net/stuff/skeletest1.zip


About 660kb in size zipped.


In my case, for test purposes, I only have a skeleton - no model - Could this also be a problem?


The Hand IK Handles work fine, but when I use the HIP Ik Handle and pull it down the feet rotate through the floor and .. not great :( - Nor the ankle or feet handles, could be better.


I would appreciate anyone to download and unzip and have a look - a fresh pair of eyes may spot my problems,


Appreciate same

Aidan

Post by Heidi // Aug 11, 2008, 4:49am

Heidi
Total Posts: 335
I found two problems. First the IK handle for the hip needed to activate the thigh locks and deactivate the shin locks. Second, there was something funky going on with the lock on the actor's right foot (with the hip IK handle he would bend at the knee but not at the ankle, but with the foot IK he would bend the whole leg). So I deleted and recreated both foot locks.


Working with just the skeleton isn't a problem. I normall work with just the skeleton until I have the joints where I want them for this just reason. I don't want to spend the time weight painting and THEN find out there's a problem with the skeleton. :)


BTW the hip now also rotates with the right mouse button. The fact that he wouldn't do that before, as well as the problem with the ankles was the clue that the problem was in the foot locks.

Post by aidanodr // Aug 11, 2008, 10:12am

aidanodr
Total Posts: 90
Hey Heidi,


Jeez, why didnt I think of that - I meant deleting the locks type thing, bah :)


I suppose I subconciously thought it was something more complex.


I thank you, appreciate this.


So all it needed was to delete the foot locks and then recreate them? Just checkin to be sure.


Also I notice that the crazy Bob skel is alot more fluid and seems 'freerer' movement wise. I assume this is joint restraints etc? No other hidden bits/gotchas?


Aidan

Post by Heidi // Aug 11, 2008, 10:40am

Heidi
Total Posts: 335
No problem...besides replacing the foot locks, I activated the thigh locks and deactivated the shin locks for the for the hip IK handle. That's it.


So now, right mb on the IK handle will rotate his hip on the Z axis and grabbing it with the left mb will make him sit down. :)


Bob has looser joint limits, which could account for his freedom of movement.
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