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Realsoft Forum • View topic - Character animation - Lattice mapping

Character animation - Lattice mapping

Moderators: TheRookie, Beg-inner

Character animation - Lattice mapping

Postby fre_ber » Sunday 26. March 2006, 16:53

Hi, since I have been having issues with the skeleton objects and __yra's tutorial made me realise what Boris suggested some time ago, I have been trying a new approach for rigging the pedestrian models of MM2. Instead of a "real" skeleton, I create a dummy sphere for each joint and place that in a hierarchical tree of levels. This tree exactly match the skeleton used in the game. See the nodes level:
Image

What I am trying is this: I lattice map the vertices of the SDS model's right hand to the sphere named wrist_r:
Image
Image

When I do this I get the following result:
Image

The size of the sphere appears to be significant - if I enlarge the lattice sphere before mapping it, I get something that looks very much like my goal:
Image

Then I proceed to map the fore arm vertices as well as the hand vertices to the elbow joint: (Note that the sphere I actually used was much larger than the one shown here)
Image
Image

This looks just fine, but when I rotate the wrist joint I see the scaling effect again:
Image

Notice how the hand has shrunk in size.

Can anyone clarify how the size and shape of the lattice object affects the points of the subdivision object? And is there a way to avoid this scaling? All I need is to be able to rotate each level in the tree to pose the SDS object. I also tried to use a 1D particle as the lattice object, but that resulted in a very efficient amputation... ;)
"He who re-invents the wheel, understands much better how a wheel works."
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