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Participating Frequently
November 5, 2019
Question

What is wrong with this fool's arm?! :D

  • November 5, 2019
  • 1 reply
  • 5435 views

Hey guys!

First time posting here, I'm rigging up my first character after watching a bunch of Okay Samurai's amazing tutorial videos.

The *good* news is....man is this a great tool and super easy to use so far.

Buuuut....I cannot get this fool's left arm to work right at all, and they are both configured the same way (as far as I can tell).

 

Here is the setup for the right arm:

and here's the right arm in action:

 

Then here's the left arm configured...looks identical to me?

 

But then look at this limp noodle go!

Any ideas on how to fix this?

 

As a side question:  I'd rather the shoulders do a true "pivot" at the shoulder instead of doing that smooth bending transition (like, independent from the body, yet pivots at the shoulder point if that makes sense?) How would I do that?

 

Thank you in advance!

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1 reply

alank99101739
Legend
November 5, 2019

The "Attach To" for the shoulder to the body has "Weld" or "Hinge". I think you want "hinge".

 

The IK-Arm behavior I think needs the shoulder tag on the Body, not on the arm (a common mistake).

 

The flexiness of the arms is often a function of whether all the tags are there in the right spots (e.g. is the wrist tag there? cannot see from screenshot). But it also depends on where the sticks in the arms are (unfortunately hidden by the tags).

 

Oh, it looks like you added an IR-Arm behavior (or some behavior) to one arm and not the other - see the little "lego block" like icon next to one and not the other?

generikbAuthor
Participating Frequently
November 5, 2019

Thank you so much Alan! This has definitely gotten my character behaving a *lot* better.

 

*somehow* I had some random leftover behavior on the left arm that shouldn't have been there.  I couldn't see *what* the behavior was, but I could delete it and bingo-bango, things work better.  I have the Arm IK at the top puppet level per a tutorial I watched from Okay Samurai.  That's correct, right? One Arm IK behavior at the top works as well as two separate ones per arm (I guess you'd want two in case you wanted to tweak each arm I suppose...)

 

I still have a little weird stretching in the left arm as you can see here:

Any idea what's causing that? The stretchiness is set for 5%, and works fine on the right arm....

 

 

The right arm is darn near perfect, especially now that the shoulder hinges like it should! Thank you for that:

alank99101739
Legend
November 16, 2019

OOPs! I guess I exported the project instead of the puppet.  Here is the puppet export:

 

https://drive.google.com/open?id=1rh0SwYPDeSIziFA0d3bVx8GREnVzyKj0

 

Good catch on the right/left arm mislabeling! My artist didn't realize it was supposed to be labeled from the character's perspective.  I changed the names of the layers but it still seems to be wonky.

 

Looking at it, both wrists and elbows are properly labeled, so it will be interesting to see what you see on your end.  Maybe somehow it looks right to me but isn't saving correctly?

 


I think its getting close. You can consider reducing the IK Arm "Stretchyness" property to smaller to stop the arms stretching if you like.

 

But my final suggestion is the bounding box for the arm is not quite right. I am wondering if that is affecting the warp. The problem is you have a series of hand positions that are hidden, but still present and not attached to the arm. That is why the blue bounding box is so big.

 

 

It is even clearer if you turn on the mesh icon.

 

 

This is because the artwork is not all connected (even hidden stuff must be connected as CH assumes you might use a trigger to make it visible - so its always treated as part of the artwork).

 

The other arm in comparison has the mesh nicely hugging the artwork (not the whole bounding box).