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bound joint chain hierarchy (2 posts)

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  1. underearth

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    Posted 8 years ago
    #

    hi there,
    we are trying for the first time to use mocap data in our studio.. and further for crowd simulation..
    scratching the surface.. i know that we need single jont chain hierachy..

    rigs we presently have lots and lots of broken hierarchy.. joint on follicle, joints over surface, helping joint chain, and many more..

    know making them in single joint hierarchy.. i believe its better to have seperate joint hierachy which is bound to actual geo..

    all i want to know. if anybody can give me insights on how to do..that and what compromises we need to make on our rigging style...maybe not using ribbon broken hierachy...

    any ideas inputs???

    regard

    sunnyC.

    ps: thankYou javier for hosting the forums..after jason..

  2. Andimation

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    Member
    Posted 8 years ago
    #

    You don't really need to make any comprises. If you treat the mocap rig as a seperate rig. Have a keyframe rig and mocap rig. Once the mocap data is applied to the mocap rig, cleanup can be done and transfered to your animation rig. That way you can delete sections of animation that aren't great and keyframe those parts (Example: planting a hand).

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