Yup, and they did a pretty good job of it. I did add a few things, though, and I’ll post it once I’ve gotten it all worked out:
Null bones and IK Solvers for the arms and legs (still need to get the 3-null-bone setup working on the feet)
An Action Constraint for the fingers where I can control the middle, ring, and pinkie curls with one floating bone, the pointer curl with another bone, and the spreading of the fingers with another. (need to duplicate my work for the right hand–anyone know if there’s a way to copy constraints?)
Another Action Constraint for the spine that uses another floating bone to bend each of the three “vertebrae” in the back with equal, even rotation.
I’ve tried to get the rig as close to the MakeHuman one as is possible so that the vertex groups can remain the same and can be reused for future MakeHuman meshes. The one big problem with their rig is that they didn’t name the bones/groups properly, so flipping the pose won’t work. That’s been taken care of in my rig by naming the IK Solvers properly, though.
Thanks to all for your great comments! The shoulder thing is kind of weird–in the future, I might try building a rig that includes a “scapula” that is somehow constrained and will keep the shoulder from popping. I saw that tip, plus those ideas for the action constraints, in “Digital Character Animation 2,” which is absolutely loaded with really great tips and tricks like that.
Oh, also, I discovered that getting a much more realistic motion can often be achieved by making the moting “bounce” a little bit. After I did all the keys for the major motion, I went back into the IPOs and tweaked them so that the motion overshot it’s ending key position by a little bit, then bounced back into place. That and keeping the arm/leg motion asymmetrical (by nudging the keys by a few frames) seemed to give me really good results for not that much effort. slikdigit is right, though, and a little more differentiation in the timing of the arms and legs would make it even better. Also, the times when the bones seemed to fall into place too neatly are areas where I didn’t put in any bounce or didn’t bounce enough to get a realistic effect. Thanks for the good observations by everyone who caught that.
I think I read the “bounce” and asymmetry tips in another animation book, though I can’t remember which one.
Thanks again to all! Any more ideas and criticisms are greatly appreciated.[/list]