KineFX wrist twist - how?

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Short of creating a real skeleton with a radius and ulna bone and simulated muscles, how would one create a twist for a wrist?
Given that the human hand can rotate about 180 degrees (270 if you also use your humerus/shoulder joint) relying on the three traditional joints (shoulder, elbow, wrist) only for the arm doesn't work well.

The technique, while not perfect, of creating multiple bones/joints for the forearm that rotate progressively slower from wrist to elbow, is a good solution for preserving most of the forearm mesh volume.
What would be the setup in a rig vop for something similar? Or any solution for kinefx.
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citizen
Short of creating a real skeleton with a radius and ulna bone and simulated muscles, how would one create a twist for a wrist?
Given that the human hand can rotate about 180 degrees (270 if you also use your humerus/shoulder joint) relying on the three traditional joints (shoulder, elbow, wrist) only for the arm doesn't work well.

The technique, while not perfect, of creating multiple bones/joints for the forearm that rotate progressively slower from wrist to elbow, is a good solution for preserving most of the forearm mesh volume.
What would be the setup in a rig vop for something similar? Or any solution for kinefx.

The rigpose can output the transform parameters as attributes. In this example, Im using the "r" point attribute to rotate the local xforms of the twist joints.

Attachments:
kinefx_arm_twist.gif (1.7 MB)
twist_setup.hip (296.1 KB)

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Looks good. Thanks!
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Hi William,
Please help me understand a few things if you can:
1stly, why does one have to set joint transforms (setpointtransform) inside the twist_setup rigVOP for each bone in the hierarchy?
2ndly, can one set them in a different way (all at once)? Because right now seems like I have to do it for each joint, above (shoulder, clavicle, etc) and below (fingers) the wrist joints and they're quite a few.
Edited by citizen - Dec. 4, 2024 10:25:01
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