how does anon deal with rigging characters in more contortionist-style poses like picrel? usually the default rig I give a character in blender (using rigify) gives them a fractured ass once the legs move enoughhow to prevent this from happening?
>>592434Research corrective blendshapes. You can't expect skinning to always be fantastic and correct so sometimes you gotta push and pull it around little bit.
>>592441Not only that, but when making corrective blendshapes, you have to be careful you only get the part(s) you need, otherwise it gets to be a huge mess.I fucking hate how weightpainting doesn't automatically make things perfect, and thus easier, but that's just how it goes. I learned it the hard way.
Are you looking to animate a woman getting pounded in the mating press or something? What could possibly stretch out the ass so much that it gets "fractured"?
>>592456he must be doing ``spiderman'' poses :^)
>>592456Ragdoll physics might result in poses like this?
>>592434add butt bones and corrective blendshapes.
>>592441will corrective blendshapes port into unity via fbx?
>>592434>usually the default rig I give a character in blender
>>592470Don't know abouy that. I do know however that baked animation supports it fine.
>>592456Tumbling, rolling, a deep squat, pulling yourself up from a ledge then rolling forward would all be legitimate non-sex poses
>>592468>butt bonesdoes this really work better than adjusting weight paints?
>>592498what do you use to rig?
>>592468this.>>592535Yes. In fact you should tell us why do you even think weight painting would work alone, what kind of weight map do you have in mind, that deforms ass perfectly, taking influence from spine and legs? I'm pretty fucking curious.In theory it would be possible to attach most weight to spine (a backbone. If you don't have it then it would be your ass bone), and just a little bit to legs, but it still will deform if you rotate legs too far. Better just have and ass bone. You could even add bone per ass cheek for more control.Don't tell us you use some generated rig from makehuman or some other shit.
>>592561>Yes. In fact you should tell us why do you even think weight painting would work alonestill pretty new to rigging if it's not obvious>Don't tell us you use some generated rig from makehuman or some other shit.I use the human meta-rig in blender with a rigify rig generated after lining it up for IK. never even bothered with makehuman rigs
>>592470corrective blendshapes work like normal blendshapes assuming you set them up right and bake your animations correctly. as far as unity is concerned they're just regular blendshapes.as long as your mesh isn't over 65k tris it will work.>>592535yes. it will also give you a lot more to start with when applying the initial auto skinning. two bones will do half the job for you and the rest isn't too unreasonable to clean up.if blender has a deltamush modifier i highly recommend looking into that. shits like voodoo black magic when it comes to skinning.