Rigging bones and Muscle

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i been searching over the forums if there is something like this.

is it posible to have a chain with several tails?
example do a hand bone and form the hand bone get 4 fingers?
or do i have to do the hand, (and posible 1 finger continuing the chain) and then do the rest of the bones and then parent to the hand, or i can do something like pick the hand bone and do 1 finger, then grab the hand and do another and so on?

if i decide to use muscle can i capture the geometry to the bones and the muscles or only to the muscle using the metaball system?

thanks
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is it posible to have a chain with several tails?
Yes. Use the Bones tool (don't confuse it with Bone tool, the former is plural):
- draw your hand bones, press Enter
- now look at the status bar at the bottom to see further options. One of them is Shift+Left Click to start drawing new bone chain from some other bone, so..
- Shift+Left Click on the last bone you drew, and then draw your finger bones, and press Enter to finish
- Repeat for other fingers

You can also use Ctrl+Middle Click to select the parent just like Shift+Left Click, but start your new bone chain away from the tip of the parent bone.
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thanks i have more questions about the bones,
i draw some bones of the hand but they were done in X=0
if i want to move all the bones to the position of the hand i move them from the Root bone, but how can i make this new position been in 0,0,0 with 0,0,0 rotation?

(in XSI is call “set neutral pose”)
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@ Geometry node -> Clean Transform

…. from the Pre-Transform menu list.
Victor M. Muriel
http // www . vmuriel . com [vmuriel.com]
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And if you already have captured geometry, you may additionally need to use Align Capture Pose to reset the deformations after manipulating your bones.
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thanks guys, rafal i haven't got to the part to envelope (capture) the bones yet,

this is what do i have so far.

Attachments:
Monito_2.hipnc (2.1 MB)

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It looks very good, so far!
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