Forums   Articles   Events
SEARCH:
LOGIN:
Register Register Register Contact Us
Go Back   Game Artist Forums > Game Art > Support and Tech Discussion
Register FAQForum Rules Members List Calendar Mark Forums Read
Reply
 
LinkBack Thread Tools Display Modes
Old 18-03-2011, 03:48 AM   #1 (permalink)
New Member
p2sta's User Activity: 0/10
3 - 0
stretching problem

Hi guys,

I'm new here and I hope you can help me this problem.



I'm working on a rider model for one dirtbike game and I have a problem with this area, when the rider sit on the bike, his legs become like on the picture...

I know what's the problem - it's that the face angles change and the "diagonal line" become a lot longer.


the model is attached to an armature in blender with weight drawing...it has only one bone for the whole torso, that's I think pretty much a problem too, but I can't change it.

So if here is anybody who can be able to get me some help I would really appreciate it

p2sta

P.S. sorry if there is a thread about it, I didn't find it
p2sta is offline   Reply With Quote
Old 24-03-2011, 06:52 AM   #2 (permalink)
New Member
p2sta's User Activity: 0/10
3 - 0
anybody has any tip?
p2sta is offline   Reply With Quote
Old 24-03-2011, 09:35 AM   #3 (permalink)
Forum Leader
SkwigglesWorth's User Activity: 10/10
639 - 203
It looks like it is the weight painting between the torso bone and the upper leg muscle, to stop the strecthing you need to have the leg muscle not sharing any of the torso (or only marginal part of it), the weight blending need to be focused more on his bum rather than his leg and torso (hopefully that makes sense).

This may give a less smooth effect though, So may need to play with geometry if you want it smoother.

The other possiblity is the Unwrap is already partly stretched and the bending is then making it more extreme, so just check the Unwrap is equal squares.
__________________
My Portfolio
SkwigglesWorth is offline   Reply With Quote
Old 24-03-2011, 11:08 AM   #4 (permalink)
Forum Leader
joukejan's Avatar
joukejan's User Activity: 1/10
658 - 161
See it as your own leg. The upper leg will stay the same. So the hip bone (I assume you have that) should contain the upperleg vertices for 100% weight. The vertices in the place where the joint is, can share also with the bone up or down the jointchain.
joukejan is offline   Reply With Quote
Old 29-03-2011, 09:21 AM   #5 (permalink)
New Member
p2sta's User Activity: 0/10
3 - 0
thanks guys, I will check those tips and see how it works
p2sta is offline   Reply With Quote
Reply

Bookmarks
Digg del.icio.us StumbleUpon Google

Tags
armature, blender, stretch
Thread Tools
Display Modes




All times are GMT -5. The time now is 10:51 AM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2012, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net