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Riggy Bits #1: Simulating Volume in Bending Joints

2

Node Spaghetti writes:

Hello! Welcome to Riggy Bits! This is a series of Computer Graphics Rigging tutorials that focuses on reusable components that can be applied to many characters and props. Like all of my videos, I want to save you time by presenting the information in a clear and concise way. The aim of this series is to provide professional character TD’s a resource for solving problems, by simply picking and choosing from a “menu” of reusable components they’ve learned over time. From my own work, I’ve compiled quite a “menu” of my own, and I’d like to use this series to share it with you!

This Riggy Bit addresses the self-intersection at the knees of a character (and of course, many other joints may have this problem) when the joint bends. I present a novel way of solving the problem by simulating the volume of the knee using two hinge-joints and Blender’s Bendy Bones, and show the rig’s main components in context.

This Riggy Bit is split into Theory and Tutorial videos.

Thanks!

Part 1 (explaining the theory behind the rig):

Part 2 (A tutorial for creating the rig):

About the Author

Joseph Brandenburg

I'm an artist from the USA. I'm mostly self-taught. I use Blender for most of my 3D work, KRITA and GIMP for texturing and image editing. I'm a huge fan of Open Source Software. When I'm not doing art stuff, I like to write music, watch cartoons, and experiment with new ideas.

2 Comments

  1. Thank you for this study, excellent job and so necessary to share.

    Do you have a solution for the bend in the elbow, and rotation for the radius bone simultaneously to generate true wrist and elbow movement?

    Thank you again.

  2. Hi Joseph. I was wondering if you have alternative solutions for avoiding mesh intersection that don't make use of bendy bones and specially focusing on shoulders and fingers?

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