Hi All,
I just started to test features of Animation Rigging (AR) pack, so I have a lot of questions.
Here two of them:
1. AR for control character skeleton special bones.
First of all I’m going to use this pack for creating controllers for so-called “special” character bones like twist, elbow. knee etc.
I use typical special bones construction, for example my characters arm bones hierarchy looks like this:
Arm bones hierarchy.
Clavicle
…- UpperArm
…- UpperArmTwist1
…|…- UpperArmTwist2
…- Forearm
…- Elbow
…- ForeArmTwist1
…|…- ForeArmTwist2
…- Hand
…- …
In 3ds Max I use controllers for slow down Twist bones rotation by X relative to their parent bone; for Elbow (or Knee) bone I slow down its rotation by all axes. So I tried to do the same using “Twist Correction” feature of AR.
I successfully set “Twist Correction” for Twist bones (for example ForeArmTwist1 = -0.5; ForeArmTwist1 = 0.5), but got the problems with Elbow because I’m able to select only one Axis.
I tried to add another “Twist Correction” for Elbow with Z axis selected, but correction values from last controller in the stack simply overwrite correction values from previous controller by all axes. I suppose that each twist controller in the stack uses not result (output) of previous controller as input but native input (values) from beginning of stack.
Also I tried to add new Rig Layer in the Rig Builder and put second “Twist Correction” in it, but result have been exactly the same – correction values from second layer overwrite values from previous layer.
Although “Multi-Rotation” controller does not allow to set negative values, I tested it too.
I set Elbow as Constrained and Forearm as Source, but looks like “Multi-Rotation” does not work with this settings for my hierarchy.
Finally I managed (partway) to solve this problem using trick – I changed hierarchy of bones:
Modified Arm bones hierarchy.
Clavicle
…- UpperArm
…- UpperArmTwist1
…|…- UpperArmTwist2
…- Forearm
…- ForeArmTwist1
…|…- Elbow
…|…- ForeArmTwist2
…- Hand
…- …
As You can see I re-linked Elbow bone from Forearm to ForeArmTwist1.
For this hierarchy I applied “Twist Correction” (by X) for ForeArmTwist1 and ForeArmTwist2, but did not include Elbow in the list because it got X slow down as child of ForeArmTwist1.
Then I added “Twist Correction” (by Z) for Elbow bone using Forearm bone as source.
As result I got Elbow bone slow down by X and Z (relative to Forearm).
Everything work fine, but frankly speaking I do not like this solution because it is some sort of trick to get round current “Twist Correction” controller restrictions.
Maybe someone can advice more “direct” way to solve my problem? Any suggestions will be very helpful.
“Animation Rigging” package is still marked as “Preview”, so I have some sort of request to Unity Development team –
I think will be very useful if You add one more controller to AR, which works the same way as “Twist Correction” but allows to select several (or all) processing axes. Hope this is not too complex.
2. Using AR with Humanoid rig.
I’d like to ask – Is it safe to use “special bones” (see above) AR controllers for character with Humanoid rig defined?
Special bones are not “mapped” in the Humanoid rig definition, so, at first look, this will not cause problems. Anyone tested something like this?