Friday, 16 April 2010

Upper body armature





I tweaked the putty character I had created months ago and began building the upper body armature, making it as similar to the 'imported mocap armature' as possible.

I weight painted the mesh, ignoring the lower body, and started renaming the empties and bones. I discovered that where I'd thought there was only one mid point empty there were in fact 3, roughly placed alongside each other. They each display different movements when the animation gets further in.

I used 3 constraints for the mid spine which I'd use to follow the empties: the copy location which made the bone 'stick' to the chosen empty; IK solver which seems to help generally in mocap to position/rotate parts; and copy rotation making the armature position towards the empty.

For the 'less important' bones - lower, upper arms, hands I used a track to constraint.

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