Fitbie
February 13, 2022, 9:00pm
1
Hi. I have an animation of a character where he covers his face with his hands. I’m using Unity’s built-in skeleton animation + IK. There is a problem with this pose: if the hands are “tied” to the body, there is a place where the fabric is “squeezed” (screenshot 1).
If the body is tethered to the arms, it generally looks nicer, but with other arm movements the body walks (screenshot 2 and 3).
Question: what is the right way to do it?
Usually an extra bone is included that either does not move as much as the upper arm, or does not move at all.
Another approach is to weight different parts of the deformable mesh so that it stays mostly “full” enough.
Yet another approach is to detach the arm bone and displace it outwards and down so that it has less impact on the shoulder.
Fitbie
February 13, 2022, 10:27pm
3
Kurt-Dekker:
Usually an extra bone is included that either does not move as much as the upper arm, or does not move at all.
Another approach is to weight different parts of the deformable mesh so that it stays mostly “full” enough.
Yet another approach is to detach the arm bone and displace it outwards and down so that it has less impact on the shoulder.
Unfortunately I didn’t quite get it, not much experience. Do you have an example of a project?
This is kind of the one-minute synopsis of joint deformation:
Searching for “animating joint deformation” will give you quite a few more.