My animation looks awful

I have made this, I wanted it to be as simple as possible…

http://img237.imageshack.us/img237/7494/modelt.jpg

Trouble is when I try to rotate the bones they only look good when rotated in one direction. I can rotate the arms down by his sides and they look great, but when I try to rotate them from there to out in front of him his shoulders look like he has been attacked by multiple sharp and blunt instruments!!!

I’m pretty happy with how the legs, head and neck move but the arms and hands are terrible :frowning:

So basically, the joints that pivot in only one plane look fine but the joints that move in two or three planes look terrible.

Is there a way to make the mesh transform more smoothly? Like have it act like skin? Cos atm all I have is chunks attached to bones that don’t move and massive stretching/deformation of the mesh that joins them.

Failing that can anyone give me some tips? :eyebrowlift:

Thanks

edit My first model btw!

The only way to make it better is to model in in a way so that it makes it deform better, and do a good job on the weight painting.

How might one model it in such a way?

Here is the arm I have…

http://img196.imageshack.us/img196/5082/armqn.jpg

  1. Shoulder
  2. Upper arm
  3. Elbow
  4. Lower arm

Is this way particularly floored?

Should I have a min of 3 or 4 rings (highlighted in yellow) maybe more for joints?

Basically what is the best way to design shoulders, elbows, wrists, hips, knees, ankles?

Thanks

http://www.theminters.com/misc/articles/derived-surfaces/index.htm

Scroll down the page and start reading below “Figure 13”.

You have a mesh like that shown in Fig. 14.
You want edge loop flows that “flow” with the muscles that the mesh is supposed to represent (see Fig. 15 on this page.)

Also, as mentioned in the above linked article, the shoulder is not a “ball & socket” joint like the hip… it is a floating joint with rotational pivot that 1) moves (hence the term “floating”) and 2) is centered more closely to the center of the chest… to put it briefly… you need a collarbone in your rig to get acceptable motion.

P.S. … you might also want to read thru the entire article. :wink:

don’t forget to click on quaterniums

http://www.pig-brain.com/tut02/tut02_01.htm

I found this site really helpful

That piggie’s site is very interesting!

Now it begs the question- is a tri on each side of a joint essential?
Could you do the same thing with a pseudotri (squished down quad?)

You have asked very great question.The only way to make it better is to model in in a way so that it makes it deform better,and do a good job on the weight painting.