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