A Question on Rigging with Bones in Carrara 8.5 Pro

 

I’m just wondering if we can connect 3 separate objects together bones/rigging (like a Lamp, cord & the Plug).

Thanks,

Comments

  • You can under animation "attach skeleton" to separate objects with a bone hierarchy selected  if thats what you mean, at once or adding

  • Turk_WLFTurk_WLF Posts: 177

    JaguarElla,

    Yes that is what I was asking, Somewhere I heard that can you attached "the skeleton" only to a single object.

     

  • ProPoseProPose Posts: 527

    If you group those three objects together, export as obj, then import that obj, you would end up with a single object, with three separate parts.  Attach your skeleton.

  • TangoAlphaTangoAlpha Posts: 4,584

    Is there any advantage to rigging a conglomerate object as opposed to, say, simply parenting the component bits and applying rotation etc limits?

  • @ Turk_WLF: You can rig multiple different objects. Simplifies it a bit if you group them first.

    @ TangoAlpha: I don't know if there are advantages besides (to my mind) the ability to set constraints on a whole tree of the rig at once, instead of for individual objects. Then there's also IK. I think it really depends on what it is you're rigging or adding constraints to.

  • I add stuff to existing rigged items all the time, are many advantages, you can use the weight brush at large strong settings to remove unwanted influence from bones not used on that bit for example

  • Is there any advantage to rigging a conglomerate object as opposed to, say, simply parenting the component bits and applying rotation etc limits?

    My rule of thumb there is rig only if you need to deform the mesh. Otherwise don't and use only parenting.

    In the example at the top of this thread, I would rig the cord because it's a good way along with IK to move it. I would parent the plug to the last bone of the cord and I would parent the first bone of the cord to the lamp (unless you want to model an elastic lamp that is deformed when you pull on the plug, and why not wink.

  • TangoAlphaTangoAlpha Posts: 4,584

    I can see the benefit of rigging with cords, ropes, chains, wires etc. that need to deform. But simple things like doors and windows? To me it seems so much easier just to parent and set the pivot point and appropriate limits. (I was going to add the arms of an angle poise lamp to that list, but of course there will be a spring between them which needs to deform, so it makes sense to rig it.)

    So many things in the store, from simple rooms to basic multi-part props seem to be baked into a single obj then rigged or even morphed, when to my mind a simple parented constraint would do the job perfectly. But they all seem to do it, which makes me wonder if I'm missing something?

  • I can see the benefit of rigging with cords, ropes, chains, wires etc. that need to deform. But simple things like doors and windows? To me it seems so much easier just to parent and set the pivot point and appropriate limits. (I was going to add the arms of an angle poise lamp to that list, but of course there will be a spring between them which needs to deform, so it makes sense to rig it.)

    So many things in the store, from simple rooms to basic multi-part props seem to be baked into a single obj then rigged or even morphed, when to my mind a simple parented constraint would do the job perfectly. But they all seem to do it, which makes me wonder if I'm missing something?

    You're not missing anything. It's just a matter of common minimum and inter product translation (in particular Poser compatibility).

    Poser works with groups in a single OBJ. Translated into Carrara, it gives a single vertex object. But it's not the natural way of doing it in Carrara.

  • TangoAlphaTangoAlpha Posts: 4,584

    Ah, thanks Philemo.

  • RoygeeRoygee Posts: 2,247

    You also don't have a "Send bones to default position" if you mess up!  So be sure to do any messing up along the timeline:)

Sign In or Register to comment.