I’ve a problem after importing mixamo animation
I’ve imported an animation when he slams fists on the ground and I’ve this awkward piece of animation in place
Someone will have an idea. Not an area I am much into, but suspect it will be to do with bone rotation. Bones have axes, and can be or get rotated around their length. Somewhere there is an option to display the bones axes, which might show up a twist.
Does it also happen with a basic rig from Blender itself (rigify- addon).?
My first thought was; are your normals ok?
Second thought; is Ik being used?
Because rotation seems to have something to do with this behaviour.
And is so, you need poles to guide bone movement and rotation.
And maximo animation, uses a human anatomy. Which can be different from the one you have created.
Someone else had similar problems, because his orc was to different, to match the Orc bone structure.
It that case, you need to fix this in the graph and dope sheet.
I was following the courses, it uses maximo animation and I’ve followed the model in the course
I just picked different animations to play with it and found this oddity
normals are ok
I think the problem is the topology but would like to have confirmations
plus looking at how your skin moves when your arm does the same movement, I see that some muscles follow too much the bone movement, some muscle should stay more in position and not follow it that much (like triceps or what’s that back muscle that’s twisting so badly)
Another problem I see is the stretch on the armpit, it’s also suspicious because shouldn’t stretch so much, it should have more lax skin in the armpit to be moved when the arm rises in that position ( = more triangles in the armpit)
I think I have to follow a more advanced tutorial on rigging (and maybe anatomy) to understand better these concepts
I’m not an expert at this, but I think you nailed the issue here:
I think it should be easy to fix - make sure there is edge/quad flow around the armpit (all around) and add a few loop cuts. But I’m sure you know how to do it.
It’s not bad, but it could be improved. I definitely would enjoy speed up version of manual retopology done by Grant for the whole Orc with high level commentary on it. And a probably few slow downs on more tricky areas.
It should be fixable by weight painting… which is a bit of an art in itself. Auto-weights only get you a good starting point (about 70% of the way and generally good enough for cartoonish-renders).
It is important though that when placing the rigify rig that you get your breast and shoulder bones in their correct positions as this will make later weight painting easier to do.
Your topology is pretty high-poly already… don’t think you’ll need to tweak much there.
Weight painting (which isn’t really covered in-depth for rigging in this course) takes some getting used to but will get you 90% of the way… which is 100% good enough for most game rigs and NPR animations. If you’re wanting to do ultra-realistic animation, then you’ll need to spend lots more effort adding shape keys to deal with bone deformations in extreme cases.
thanks for all your contributions
I’m not going into ultra realistic stuffs, I’m more in the realm of “the more I know, the better” and I think that knowledge is the key in every aspect (and I’m of course aware that practice is another very important aspect) . I’m a proficient developer and most of my time is spent on code (even as a daily job because I’m a developer by trade since 2000) and I was looking for a course like this to have my hands into assets building and stuff like that as side project or to produce assets I may need.
But I can’t really just stop where the course stops because my mindset pushes me always further heh, so I’ll defo look for something more in depth, thanks !