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#blender #rigging
Published: 2018-04-08 18:01:57 +0000 UTC; Views: 435; Favourites: 3; Downloads: 11
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Description
www.mediafire.com/file/fex8ld3…Proof-of-concept and demonstration of using meshes to limit bone angles in 1, 2, and 3 dimensions. In the file I am use booleans on the angle-limiting meshes in order to create an improved floor constraint.
Not sure how practical this is, it is complicated and requires dividing an armature into multiple objects in order to get around dependency issues in Blender.
Although mesh-based angle limits are useful for eliminating twitch that can occur with Limit Angle constraints, in this file, it's easy to get twitch because the boolean can completely destroy the angle-limiting mesh.
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Comments: 2
VRAnimeTed [2018-12-08 00:25:46 +0000 UTC]
Oh wow, that's really interesting. Thanks for the blend file example as well. I messed around with it, but I'll have to study it a few times before I really get the grasp of what's going on and how to apply it. Have you used this method in any of your videos? I'd imagine this would be great for arms and legs too, to an extent.
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vasilnatalie In reply to VRAnimeTed [2018-12-08 04:11:53 +0000 UTC]
It could be really interesting. I haven't used it, because of the issues I mentioned. If Blender didn't need the armature separated into a billion bits, I might use it more-- would be great for preventing clipping. Among other things.
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