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Hi there,
I have this mocap data, a guy sitting and doing some stuff. I manage to clean/fix the most of the data. But I have an issue. I want to constrain the wrists of my character to the chair (I baked the animation to the control rig, and I am trying to constrain the wrist effector). So everything moves, but the guy is bounded to the chair (don’t ask why :P). I try to do this with a relation constrain, to some null’s that I put in the position I want, but the wrists keep translating around. I tried also to remove the keys in the fcurves, but nothing, the wrists still translate around. I tried to bake to the skeleton, and yeah, I can constrain the joint, but its to harsh. The wrist stays on place, but the rest of the arm moves, so there is a stretch of the ‘flesh’ - let’s call it like that, that is an unnatural movement.
Any ideas how to fix this?
Thanks!
Paulo
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Hi Paulo,
I won’t go with a relation contraint here.
Just use the basic parent contstraint(source=chair; child=hand effector) for each hand effector. Make sure after you “snap” the constraint that the reaches for tranlastion(T) and rotation(R) are set to 100 on the control rig. Only this way the effectors stay in the same position.
For smaller and more live-like movements I would not recommend to set the constraing completely to 100 if you want it more dynamically. Just take a smaller amount of 85-90 for a bit more movement regarding your overall quality of mocap-data.
Wether you want the elbows to be constrained as well create additional constraints for them too with minor influences(weighting), maybe 30-50.
Over the whole take you are able to control(key) the weighting individually to have different behaviours due to your body movement. Sometimes stronger sometimes less. ;)
Cheers,
Chris
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