Sunday, May 9, 2010

Bending elbows and knees for better IK

In Blender (and I think also in Maya), inverse kinematics works best if the character is modelled with slightly bent elbows and knees. This tells the IK solver the preferred direction to bend the joints. However, the MH mesh was not modelled in this way. Since I don't think that Manuel is interested in modifying the mesh, the import script was modified instead. Now the character comes in with bent joints, and my tests indicate that it is indeed easier to make the arms and legs to bend the way they should.

9 comments:

  1. I've read the original Makehuman document, and it planned to model in the foetal position, secondarily with bent joints, because the transformational math yielded better real-world results. Good to see you folks going back to your roots!

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  2. Much better rig Thomas. All the joints seem to work correctly. Great job!

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  3. hi, i just added the bundled blender script to blender svn builds, wuold it be better to use this script instead?

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  4. This rig works great. Thanks a lot for your hard work!

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  5. In maya, when initially drawing out the bones does it matter if there's a slight bend to them. It basically tells the program the default orientation, but later on, most riggers will freeze the orientations of the joints to the world axis and then manually set them on by one.

    So no, in the actual physcial model, it really doesn't matter if there's a slight bend. It just makes bend tests easier. All that matter's is that the initial base mesh is in the Da Vinci Pose since that is the ideal position and for good reason...how else would you work on the arm pits? =]

    Also, judging from the screen shot above, the bends do not need to be the extreme. Just a slight relaxation is all that's needed. cheers

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  7. iving this more thought, i'm sorry to say...you shouldn't bend the knees and elbow. It'll make clothing the characters much more difficult. So send this idea into the trash bag. =]

    I'd study the default HumanIK rig in maya 2011 if you want a good idea of what the professionals in the industry (as far as game design goes) are expecting in humanoid ctrl rigs....

    In maya, Animation layout > Skeleton > HumanIK... > Skeleton Generator Tab > Click New > click Create Rig

    See Outliner for details...

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  8. Reason I suggest checking out the HumanIK rig, (which I should have explained), is for compatibility reasons. Such as the fact that the Unreal Development Kit (UDK) makes use of the HumanIK technology and if your ctrl rigs were compatible with it, then MakeHuman might make even more wide spread acceptance.

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