[Bf-committers] Rigging a different way

Joshua Leung aligorith at gmail.com
Thu Feb 26 07:33:04 CET 2009

+1 agreement with joe's points.

There appears to be very little difference between what is proposed here,
and the use of envelopes. Sure, it could be argued that the
'big-belly-jiggle' controller could be done better with a free-floating
'joint'. However, the proposed enveloping would probably work worse on limbs
(though enveloping in general does a pretty mediocre job of creating
appealing deformations).


On Thu, Feb 26, 2009 at 5:55 PM, joe <joeedh at gmail.com> wrote:

> Ah not sure what all your points are here. . .Bone layers and custom
> bone shapes allow cutting down visual clutter (and work well for
> that).
> Simply positioning joints and scaling (non-uniformly if desired) to
> set an envelope would be an interesting workflow, but you'd still have
> all the same deformation problems.  Envelope deformation just isn't
> that great.  Also having a joint-based system isn't all that different
> from a bone-based system, since you still have to deal with things
> like proper roll, singularities, etc.  It's just a slightly different
> user interface.  Really, there is no rigging method that isn't a huge
> pain and involves a lot of work, if you want production-quality rigs.
> Joe
> On Wed, Feb 25, 2009 at 7:15 PM, Roger <hovergo at net-tech.com.au> wrote:
> > After reading about the problems with rigging fat bodies (Big Buck Bunny)
> and
> > observing the visual complexity of bones in a model after getting to
> grips with
> > the rigging in Tony's book I wonder if bone and armature bodies are
> necessary.
> > Surely its just the joints that matter.
> >
> > A mesh of quads is verts connected by edges why can't these be the
> armature
> > body, with only the verts close to the joint parented to the joint which
> could
> > be represented by emptys with a sphere of influence surrounding each to
> > differentiate the empty/joint from an normal empty very similar to the
> head and
> > tail of a normal envelope armature.
> >
> > Wouldn't it be easier and natural to simply install joints at appropriate
> positions
> > by snapping to the 3D cursor.
> > Modify/scale the x,y,z axis to shape of the joint to alter vertex
> weighting.
> > Parent verts outside a sphere of influence to the empty joint as
> necessary.
> >
> > For articulated movement, arms, fingers, cranes, doors, only the joint
> matters
> > anyway.
> > All the current context controls remain.
> > For Ik solvers simply add an external joint and constrain it as an Ik.
> >
> > Would this address the problem of bones twisting while attempting to
> properly
> > locate them within a mesh.
> >
> > For fat bodies, it could be a matter of adding empties/joints where
> influence is
> > needed and setting the degree of influence from or by neighboring
> empties.
> > Make the colour of joints blue or green.
> > Roger
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