I’ve modeled a character you can see here and everything is going great with it, to a point. I have a basic rig weight painted and working the mesh just fine, but I added hip bones to it. See attached pic.
Everything works good but when I rotate the upperleg bone into extreme poses. Then the mesh doesn’t deform so good. But since I weight painted the hip bones, rotating them helps the deform and it looks really good with the extra assistance. So I figured I’d just constrain the hip bones and all is good. That is where I hit a brick wall. Despite all my attempts, I can’t get the bones to play nicely with each other. Attached are several .blend files and a description of problems with each. (please note, I’ve only been thinking of outward rotation of the left leg at this point. After I figure that out, I’m sure the rest of the rotations will be cake)
hiprig1.blend - this rig works great, unless you cancel your rotation while posing the upperleg bone or using alt-r to clear the rotation. The upperleg bone won’t return to it’s correct position. It appears the copy location constraint on the upper leg is evaluated before the transformation constraint on the hip bone is.
hiprig1a.blend - this rig works just fine, but the controlling bone doesn’t move with the deforming bone. When using custom bone shapes to control the bones I think there would be a loss of connection feeling. you move the controlling bone, but the mesh doesn’t move exactly with it.
hiprig1b.blend - this rig has the same problems as the first rig. Canceling or clearing rotation and the upperleg bone’s position is not updated.
Anything else I’ve tried gives me cyclic dependices. I think a simple python script to update locations of bones would fix most problems. I don’t know python and with 2.5 still in a state of flux, I wanted to avoid python scripts. (currently, python scripts do not come in with a character when you link the character as a group in 2.5.)
I could just give up on this idea, but I’m not one to give up. I could just delete the hip bones, and weight paint things better. I could just use corrective shape keys to fix things, but…
I think this could be useful for shoulders as well. When a human is standing with arms at their sides and rotate the arms into a t-pose, the shoulders move as well, much like I want my hip rig to work.
I’m open to suggestions and I really need a fresh set of eyes to look at this. All attached .blends are 2.49
Thanks for your time and efforts,