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SirenaRoga
Joined: 18 Feb 2011 Posts: 1569 Location: South Africa
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Posted: Sat Apr 27, 2013 11:55 am Post subject: Help with avatar's shoulders |
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If anyone could give me some advice in this area, I'd be grateful.
Using Max 2012, I am trying to make a pose with the female avatar having its arms over the head. I'm told that it will never look perfect due to the avatar configuration from IMVU but I've compared to some other poses and mine just look hideous.
I've tried all sorts of rotations of all the various bones but it still does not look at all good - not even in a "meh that's acceptable" way.
Is there a tutorial or some such which anyone knows of that may help me? Thank you in advance.
Nasty shoulders _________________  |
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Keodi
Joined: 26 Jun 2011 Posts: 11319 Location: United Kingdom
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Posted: Sat Apr 27, 2013 2:27 pm Post subject: |
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I don't use Max, I use Deliverance's tool which should generate an XAF just the same.
It is a fine juggling act of rotating the clavicle and shoulder bones, even the spine bones ... just a little at a time of each, keeping a careful eye on the skin wire-frame.
With the Deliverance tool there is an option to over ride the recommended rotation directions, I use this in moderation as well for some extreme movements.
Nothing else you can do but to keep in mind that you must try to use every bone that you can to keep skin layer distortion to a minimum. _________________ http://www.pixelpusher.info/index.php
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Posted: Sat Apr 27, 2013 3:15 pm Post subject: |
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another thing is some avatars are better made whit more polygons on those parts and may look better than others.
but yes if you moved too much the bones it will stretch parts of the mesh, not much you can do, it`s the way the imvu avatar was made. _________________

Last edited by Jaleman31 on Sun Apr 28, 2013 12:23 am; edited 1 time in total |
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Polystyrene 
Joined: 07 Jun 2006 Posts: 24952 Location: Australia
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Posted: Sun Apr 28, 2013 12:06 am Post subject: |
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I find rotating the clavicle bone backwards/forwards or up/down is somewhat helpful. _________________
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SirenaRoga
Joined: 18 Feb 2011 Posts: 1569 Location: South Africa
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Posted: Sun Apr 28, 2013 8:20 am Post subject: |
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Thank you Zara, Jaleman and Poly. I'll continue playing.
I did find that changing the avatar and even the outfit changed the look of the shoulders too. _________________  |
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Keodi
Joined: 26 Jun 2011 Posts: 11319 Location: United Kingdom
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Posted: Sun Apr 28, 2013 8:57 am Post subject: |
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SirenaRoga wrote: | Thank you Zara, Jaleman and Poly. I'll continue playing.
I did find that changing the avatar and even the outfit changed the look of the shoulders too. |
Yes, if an avatar or clothing was meshed with more polygons in that area then the distortion is spread more evenly between them and stays looking smoother. _________________ http://www.pixelpusher.info/index.php
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nerseus
Joined: 27 Mar 2007 Posts: 2008 Location: USA - AZ
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Posted: Sun Apr 28, 2013 9:13 pm Post subject: |
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There's also the following thread, which talks about how to fix the shoulders at the mesh level:
http://www.imvu.com/catalog/modules.php?op=modload&name=phpbb2&file=viewtopic.php&p=8973871
If you use a non-fixed avatar top, the shoulder will look a lot worse so you might want to test your animations/poses on a "fixed" avatar top. Of course, testing on a non-fixed shoulder should be tested, too, but you'll have a harder time getting any "arms raised" poses to look decent.
As pointed out earlier, I find that moving a combination of bones - clavicle, shoulder, and bicep - you can get pretty good looking shoulders in most "normal" positions. I found that the rigged avatar (with Biped) works slightly better, but if you want the best control try rotating each of the three bones in smaller increments, stopping when any one rotation starts to look awkward.
-ner |
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