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Guest alexverhaest

movement of grasshopper

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Hi all,

I have been in the process of trying to rig and animate an existing model of a grasshopper using mostly keyframing... as a newb.

Now I want the grasshopper to bend down as shown in the movie enclosed but with my rudimentary rig

that doesn't seem to work without distorting the whole thing.

I am quite desperate as I have been working on this for the last 5 weeks and this is frustrating me terribly. So if anyone could give me some pointers on

how to handle this pleeeaasse let me know.

Thanks soo much,

Alex

file can be found here :https://files.me.com/alexandraverhaest/f7ppyt

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Howdy,

Well, you probably don't want to hear this, but I would suggest scrapping what you have and starting over from scratch.

The first thing to do with your model before you start over is to straighten it out so that the mesh is parallel to the world axis and also that it's axis is parallel to the world axis.

In your other thread about workflow, notice my first step is to fix the model. :)

One thing to remember about IK is that setting up IK on more than 2 or 3 bones can sometimes be too difficult to control. You're better off only using the IK on the main joints of a leg. Consider a human leg; you wouldn't normally setup the IK from the hip to the toe tip. You would only set up the IK from the hip to the ankle, and then create additional controllers for the foot.

Adios,

Cactus Dan

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Dear Dan,

I have a straightened file... but that doesn't seem to help the deformation much.

Also , As far as I know I have set up the ik from the hip over the thing's knee to the thing's ankle. But maybe I've miscounted.

What a straight file do that this one doesn't?? how can I help the deformation?

Thanks,

Alex

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Howdy,

Well, the file you posted does not have the mesh straightened out like the image I posted.

As for the deformation, bad deformation usually means bad skin weighting and/or bad joint placement.

Looking at your joint rig, it looks like you've got too many unnecessary joints and the joint placement is not at the proper pivot points.

For example, take a look at your back leg setup:

That's the main reason I would suggest starting all over.

Adios,

Cactus Dan

Edited by Cactus Dan

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HI Dan,

So much less joints and better alignment would do the trick?

If I do it with less joints and better alignment and a straight model, will I be able to get the grasshopper to bend down without having to do further rigging than I did?

This is the 6th time I'm starting over for different reasons...

I'm so desperate, I'm looking into buying a real grasshopper and just greenkeying the thing... :)

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Hey Brian,

Sorry for not getting back to you... Indeed I thought the quote was steep also considering that I suddenly had more time to do it myself... though this is taking much more time than my nervesystem can handle. Probably because I have no idea what I'm doing.. but then again I'm learning.. the hard way though.

cheers,

Alex

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Howdy,

Well, you need to finish your rig. As it is now, you only have IK controllers for the legs. You need thorax, head, abdomen, feet, wing and antennae controls to finish the rigging.

This is basically how your rig should work:

http://www.cactus3d.com/FlyRig.mov

Adios,

Cactus Dan

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Hi Dan,

Yes it should work that way ... :)

Do you have a tutorial on that rig?? beg.gif

I tried to Ik the spine, but whenever I move the IK handle, the mesh deforms terribly... even after weightpainting it nice and neat... do you have any idea on what I am doing wrong?

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Howdy,

...Do you have a tutorial on that rig?? beg.gif...

Sorry, but no, I don't have a tutorial on that rig setup.

...I tried to Ik the spine, but whenever I move the IK handle, the mesh deforms terribly... even after weightpainting it nice and neat... do you have any idea on what I am doing wrong?...

Well, as I mentioned before, if the weighting and/or joint placement is bad, then you will get bad deformations. But also if your rigging is bad to where the joints end up twisting around when moving the controllers to extreme positions, you'll also get bad deformations. That's why I normally use those steps I outlined in your other thread about workflow. You really should get all the controls created and working first, and test to make sure everything is stable before skinning the mesh. Rigging is very tedious work and it requires a lot of patience. If you rig in an orderly fashion, you'll get good results, but if you work hap-hazardly, then you'll easily get discouraged with the poor results.

If you haven't already seen them, check out my "Basics of Rigging" tutorials:

http://www.c4dportal.com/forum/showthread.php?t=4374

The tutorials are still a work in progress, and you can see that there are already 5 chapters on setting up the basic skeleton and controls, and we still haven't gotten to the skinning. :)

Adios,

Cactus Dan

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Brian, I have enjoyed watching you grow as a rigger and seeing the cool things you have done, Any thoughts about putting together a rigging dvd or series of tutorials for the masses?

~Shawn

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Just want to make a pitch for Dan's tutorials. Absolutely the best for rigging in C4D, though it would be good if he could find time to finish the set.

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