wrist Problem

hi!

I made a character wich works fine, but when I rotate the wrists, the skin doesn’t rotate properly with the hand…+ the arm seems to scale down in x space??
(like in the picture)


I realy searched a whole lot of time but I can’t find a solution for this!!!
Maybe someone can help?
Heres the Blend:

http://www.sendspace.com/file/0fq02t

actually i think this might be due to weight painting
try going into weights mode, on the selected wrist bone, and that should show you your problem

I tried that also again and again…
…even subdivided the underarm 3times to give flexibilaty…it doesn’t help

I just wish that the skin of the underarm wraps around the bone like it supposed to…

Subdivide the underarm 3-4 times and use a limit rotation modifier on the bones with lowering the influence.

What kind of rig do you have on the wrist and forearm? In reality wrist does not rotate about wrist and forearm joint. Forearm is made up of two bones that twist around each other around 180 degrees. So the wrist twist takes place along the entire forearm. Twist your hand and see.

@ridix I know, but in this case the skin rotates like it should, but it looks awkward… skin rotate strange around the underarm (it’s like the candy wrap effect!!!)and after rotating 180degrees it looks like the arm was scaled down in x axes…

or does the twist of the arm on the picture looks good/ normal? I don’t think so…

in my first post theres a Downloadlink to the blend… maybe someone knows how to fix this ugly thing

Is ‘preserve volume’ box checked on the armature modifier panel?

@Tcooper no, what does this make?

I posted one solution… it worked for me when I downloaded it.

@thedaemon I tried what you said, but I must did something wrong because afterwards it looked the same…

Do you still got the modified blend? maybe you can post it or a screenshot of how the solution looks like…would be nice!

The limit of wrist rotation is about 160 degrees for me. When you rotate more then that you start to add rotation from shoulder ball joint.

Sorry I haven’t taken a look at you model. But to twist characters forearm Weigh Paint need to looks like this. Twist here is about 90 degrees. It starts to look twisted. It’s hard to rig wrist movement like the real thing.

http://i1135.photobucket.com/albums/m626/cabby24/Blender%20Pics%201012/arm_twist.png

@ridix thx for the tipp
my underarm rig is made of two more bones… and after I subdivided it I painted it like on your pic…doesn’t help
If I won’t find a solution I may will solve it with blend shapes…hope to get around that!

I’m sorry I don’t understand your total rig as you have lots of bones overlapping and I’m not sure what they are for. It’s also hard to focus as you haven’t gotten around to managing things on layers. Another thing, try to upload smaller blend files. 74mb is way to big to ask for help.

Now to help you:
I divided the forearm bone in to 2, then added a copy rotation set to Y with local space selected on both settings. I did this for the left side only, so you can see what I did.

Here is the file.

@thedaemon I’m very gratefull that you took time to find a solution!

But I’m sorry…when I rendered your blend it stills looks like it shouldn’t look (on the left and the right)
I think it’s my fault!

I took your tipps and will make a new try to bring my point across so that it’s easier to understand…
I throwed all materials out, hided unnessecery bones and made a very light Blend. ready to download (5mb)

http://www.sendspace.com/file/si38hd

Again: The problem is that when I rotate the hand, the mesh around the forearm bends unproperly like in picture A.
To show what visually should happen I rotated in picture B the upperarm bones - (but that isn’t a solution because the mesh around the shoulder is then ugly deformed - but you then can see the desired outcome in comparism)


My3D, ‘preserve volume’ is designed to prevent mesh from deforming on multiple axis or scales during bone movement - which appears might be (part) of your problem. I haven’t been been able to download and check your rigging, but from others’ replies it sounds as if you might have multiple bones that are conflicting with each other (which would be an additional problem than preserve volume).