Rigging a fish for animation

[>] To fix the object center, what you need to do is move it relative to the vertices, i.e., move the vertices relative to the object center. Tab into edit mode, select all the vertices, and G grab and move them all together so that they are positioned with the object center in their center.

[>] Here’s an example of good weight painting. This is an armature and mesh (in silhouette) that gives me very good deformations.

The armature is designed to mimic the natural bone and muscle by approximating its movement. This requires some thought, because things are not placed in exactly the same way as actual muscles are.

I’ve hidden much of the armature so only the arm bones and some of the shoulder bones are visible (there are three others for minor things: clavicle, scapulae, and a large pectoralis for stretching across the chest when the shoulders move).

You’ll notice that the weights are almost in bands as with your fish. Please note also that there has been careful blending and overlapping to make sure everything deforms smoothly and believably.

And, as you noticed with your fish, there aren’t a whole lot of colors used --maybe six or seven total. Some delicate places in your mesh may require more shades, but normally you don’t need a whole lot.

The two highlighted bones are the structure of the arm: they (plus a hidden one in the hand) make an IK chain. The hand and elbow bones are IK targets to control it. Most of the other bones you see there are Stretch-To constrained (you can see each one’s little target bone at its tip).

http://clam.rutgers.edu/~mgreer/blender/wp/armature.jpg
http://clam.rutgers.edu/~mgreer/blender/wp/teres.jpghttp://clam.rutgers.edu/~mgreer/blender/wp/deltoids.jpghttp://clam.rutgers.edu/~mgreer/blender/wp/humerus.jpghttp://clam.rutgers.edu/~mgreer/blender/wp/bicep.jpg
http://clam.rutgers.edu/~mgreer/blender/wp/radius.jpghttp://clam.rutgers.edu/~mgreer/blender/wp/ulna.jpghttp://clam.rutgers.edu/~mgreer/blender/wp/supinator.jpghttp://clam.rutgers.edu/~mgreer/blender/wp/armbend.jpg

This isn’t necessarily the best rig ever, but it works and is easy to use. And in the end that’s all that matters.

Hope this helps.

I have rigged the eyes correctly! I used 5 empties, 3 that are directly in front of the eyes, and 2 located close to the exact center of the eyes. The 3 empties in front control the eyes control the corresponding eye they are directly in front of. The middle empty is the parent of the two empties that are controlling the eyes. The 2 empties in the eyes have track to constraints applied. I woudl post my settings but I am not sure how to take a screenshot of buttons. I guess I need an external screenshot program. I offset the right eye (fish pov) slightly worked better with the model.

For the vertex groups, the latest build seems to work somewhat with the realign center, but it doesn’t work with meshes with RVK data. I am not sure how to remove RVK sliders, i just seem to be able to remove the keys it places.

I was thinking that perhaps for the UV map, that I place the seems around the fins, kind of like a toy. hopefully the lips won’t go haywire. The latest version of Blender has Leonardo’s anatomical postion as the splash screen and the UV editor now has a scaleable graph in place. My RVK’s are still acting weird, blah.

That’s a really complex rig you have there.