Something tells me this is going to be a challenge to rig
Against my reference:
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Have you rigged this yet? Was it challenging?
It’s kinda working… just the lower arm so far. I was quite clueless so it took a while. I tried to share my experience as best I could.
Weird, I started writing this topic about 20min ago
Going with my theme of underestimating things… this took a while to get anywhere with and it is not quite there yet.
I just wanna mention, I found parenting things to the armature easiest in pose mode… i.e. you select all the objects and then the armature last, go into pose-mode, select the bone you wanna parent to, ctrl-p.
This was my bone setup for the lower arm at one x-rotation limit:
[image]
Extended to other x-rotation limit (for now):
[image]
Bone hierarchy:
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LArm1 and MHi…
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It looks so real looking have to look at it twice. I have no clue about spring stretch is there a modifier for that.
Thanks, but I think you may be confusing the reference image with the model… In this post I just managed to model the base…
I explain my reference image setup here:
(You have to expand the “method” section)
I did finally manage to figure out the springs and I posted about that here:
Yes, I’m still on this rig…
Took me a while to track this down after trying other bone-constraints like the stretch-to constraint which didn’t quite work for me… Instead I got the required results from stretchy 1-chain IK constraints pointing to fixed bones.
[image]
Setting the bone IK Stretch setting to 1 with a well-parented 1-chain IK constraint will perform the follow-and-stretch you would expect from a spring… (Eevee test render:)
(Spring-bone targets ar…