Implicit bones still don't allow you to symmetry weights either, using the
built in tools.

Adam


On Fri, Mar 8, 2013 at 1:18 PM, Alok <[email protected]> wrote:

>  Just to add to what Eric clarified (and rightly so):
>
> To the scene graph, the bones are nothing but a bunch of point (nulls)
> with parent--child relationship. In theory, you could completely rig a
> character with out any bones using just a bunch of nulls if you do not want
> IK. But no character setup is complete without IK and hence the need of
> bones.  In case of just nulls, the distance b/w them would represent the
> bone length. The bone implicits are just there to give you a feel of the
> actual bone plus many features of IK that you cannot have without an IK
> solver working for you.
>
> Also in character rigging (from whatever little experience I have in that
> field), it is of utmost importance to have the envelope deformers on a
> completely different layer from the rest of the rig. In fact it is
> advisable to have your rig layered out according to functionality of its
> elements. So one layer just for deformers, another one just for bones, a
> separate one for secondary controllers and so on and so forth. As an
> essential rigging practice, you should be able plot the animation the of
> the deformers (nulls) and be delete the complete rig without losing
> animation.
>
>
>  ALOK
>
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> On 08/03/2013 4:02 PM, Eric Thivierge wrote:
>
> Not sure what you mean Gustavo. We still use Bone chains for solving the
> IK and we take our deformer nulls and constrain them to the bones. Then
> when switching to FK, blend the constraints over to the FK controls (curve
> objects).
>
> The squash and stretch is done through your control setup. Your deformers
> just react to what that setup does. You don't envelope to Bones in a bone
> chain. The squash and stretch you get from doing this is fake btw. Under
> the hood it is actually adding your roots and effectors to the envelope and
> uses the bone + next bone or effector to do the weighting. Instead you have
> to compensate by having a null deformer at both ends of the bone when using
> a setup without them.
>
> The bone implicits do not offer a solution as they do not have roots or
> effectors and thus when used in skinning, reacts just as a null does.
>
> --------------------------------------------
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Fri, Mar 8, 2013 at 3:15 PM, Gustavo Eggert Boehs 
> <[email protected]>wrote:
>
>> How do you get objects to point the right place when building hierarchies
>> from, say, nulls. Plus how do you store the original distance between them
>> in case you want to squash, stretch? I mean it is doable, but seems like a
>> good amount of work for something basic.
>> Doesnt the recently introduced IKless bones present a simpler solution.
>> Or do even them present such an overhead?
>> Last time Ive checked though they would brake weightmap symettry. Quite a
>> deal braker...
>>
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