Strong, childbirthing hips. How do you bone them?

ghastlycomicghastlycomic Posts: 2,531
edited July 2014 in New Users

Okay, so I've decided tonight is the night I start to rig my new figure. The least favourite part of anything 3D related that I've yet to experience and my hat is definitely off to people who have a talent for rigging. You are like wizards to me.

So I humbly seek the advice oh great and mighty ones.

The figure has very wide hips and I was wondering how do I bone them? Do I bone them straight up and down like I would with a regular proportioned figure or to I angle the bone as if it was coming off a wide pelvis?

In this image which way would you bone the figure? A, or B?

child_birthing_hips.jpg
922 x 580 - 65K
Post edited by ghastlycomic on

Comments

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Holding off on the hips for now but got most of the upper body boned. I do have a question about boning the tail though.

    Where do I parent the base of the tail? The tail comes out of the figure above the buttox. Do I parent the tail bones to hip, pelvis, abdomen, or abdomen 2?

    getting_some_tail.jpg
    452 x 588 - 54K
  • JaderailJaderail Posts: 0
    edited December 1969

    Well in real world terms tails are the spine just carried on. So I'm thinking hips.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    That seems logical.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    If I find after I weight map it that the bone doesn't work where it's parented can I reparent it to another bone without affecting the weight map?

  • Richard HaseltineRichard Haseltine Posts: 102,745
    edited December 1969

    If I find after I weight map it that the bone doesn't work where it's parented can I reparent it to another bone without affecting the weight map?

    Yes, though you may well need to adjust the weights to account for a changed origin (if the non-zero weights start away from the centre point you can get an odd ridge; if you have weighting "above" the centre point parts of the emsh will go the opposite way to the main bend).

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Okay that's good. I didn't know if weight maps are like UV maps where any change busts them up. I don't mind modifying them but I'd hate to have to redo the whole thing from scratch because I made a change in the parent order.

    I've parented it to the hip for now. I think it's either got to be hip or abdomen, so I'll see how it works with hip. Almost got all the bones in place. I'm going with a straight thigh bone for now and if it doesn't work I'll try one that follows the angle of the hip.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    I'm doing the weight mapping now and I'm running into a number of hip related problems. The figure is very bottom heavy, very wide hips and a pear shaped figure with big round bottom and belly. When it bends around the belly and hips it bends very poorly. I didn't have the problem to this extent when I made the chibi figure but the chibi wasn't quite as extreme in those areas as this imp figure is.

    Are weight maps alone not enough to get a nice bend in this area? Will I need JCMs or these bulge map things to do this right?

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