#38
12th May 2010 at 3:43 PM
Last edited by Base1980 : 13th May 2010 at
2:00 AM.
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Quote: Originally posted by Base1980
Figured out the hands also, the reason why they jump is because they are related to the foot bones(in the animations.)
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I was wrong here, srry
The shaking hands is due the fact that the bones are related to eachother.
Ill try to explain.
You basicly can split up the full skeleton (Root bone) in 2 seperates:
The spine0 bone and the pelvis bone
If you want for instance scale the spine0 bone you automaticly scale the bones above it like the spine1/spine2/shoulder etc etc but only the spine0 bone will be scaled properly.
All bones connected to the spine1 will be scaled again.
So scaling the spine0 will scale spine0/spine1/spine2/shoulder/shouldertwist/upperarm/biceps/forearm/wrist/hand/index0/index1 and index2.(and all the other fingers)
But spine 1 will do it again, it will scale:
spine1/spine2/shoulder/shouldertwist/upperarm/biceps/forearm/wrist/hand/index0/index1 and index2.
Spine2 again, it will scale:
spine2/shoulder/shouldertwist/upperarm/biceps/forearm/wrist/hand/index0/index1 and index2.
And so on.
So if i scale spine0 the index2 finger will get scaled like 9 times more wich will pull the whole upperbody out of porportion.
That is why the hands tremble.
I say arround 9 times because the shouldertwist and the biceps are not related to the bones that are below them.
These are not movement bones but are there to give the 3d shape more or less volume during a animation.
However, the above story works for scaling the height(y axis) but i have the idea that scaling the z and x are a bit diffrent.....
So if you scale spine0 smaller you should scale the bone that is connected to it bigger, this will scale back all related bones back to the correct ratio and the hands will stop shaking.
All bones related to the pelvis will act the same, if you scale the pelvis you need to scale the thighs bigger and so on.
Altho you can fix the shaking hands the feet are alot harder because the foot bone is rotated twice, arround 43.6 degrees in the y axis and 0.785 in the z axis.
I guess scaling the foot bone will mess up those angles wich are used in the animations.
Or its due the fact that the foot bone is somehow connected to the floor as lifting it will move the footbone up but pull all related vertices out of porportion.(they got stuck on the floor)
Sorry for my crappy explnation....not my home langauge
Hope this made sence