Rigging a 'Wide' Area

Is there a way to rig a wide area that doesn't result in 'deformation' of the edges furthest away from the bone?
Most of the 'deformity' is happening on the twist.  Bend and Side-Side are acceptable. But, twist tends to break up the mesh on the areas furthest away from the bone.

Any advice?

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,729

    What do you mean by wide? An image might help, in smooth shaded view if there's a bare figure showing through the fitted item.

  • mirjagirlmirjagirl Posts: 85

    New to this forum. I can't figure out how to post a picture. 

    It's a wing, arms length of a G8.  It does have depth but very thin.

    I'll keep trying to upload an image.

  • mirjagirlmirjagirl Posts: 85

    Found it.

  • mirjagirlmirjagirl Posts: 85

    Still waiting for the 19k file to upload, so let's try the easy way.

    https://www.daz3d.com/gallery/manage/galleries

  • Richard HaseltineRichard Haseltine Posts: 108,729

    So what is the problem area, and what is happening? I'm guessing it's the leaf section at the front - you probably need to edit the weight map so that the extensions move uniformly with the sections they join to if so.

  • mirjagirlmirjagirl Posts: 85

    Uploaded another picture here.  Hopefully you can see the zig zags.
    https://www.daz3d.com/gallery/#images/950936/


    These were made with the 62 bone model.

    The wing is made up of 14,775 vertices; the 62 bones are 2 rows of vertices each.
    The 130ish has a single row of vertices per bone.  Still getting the same zig zag.
    I've tried with 20ish bones, 60ish bones and 130ish bones. Same issue.

    Using the Fill by bone selection
    Triax to General and deleted Triax.

    I've tried using the weight map brush but have been unable to remove weight.  Probably pilot error.

    Also wanted to note that this is the smallest, and simplest, of the 3 that I'm building.

  • mirjagirlmirjagirl Posts: 85

    Also wanted to mention, If I line the bones up at the top, the zig zag happens at the bottom and vice versa.

  • Richard HaseltineRichard Haseltine Posts: 108,729

    Ah, I see - You need enough divisions per bone to distibute the bend, but not so many that one vetex ends up on top of the next. Using soemwhat fewer divisions and applying SubD can help, but that limits the detail you can add. I think this is one of those cases where there is a tricky balancing act and you are not going to get an ideal result.

  • mirjagirlmirjagirl Posts: 85
    edited March 2020

    Gotcha.  'More testing and more patience' wasn't the answer I was looking for, but it's always nice to find out I'm doing something right.  This pilot is just learning how to rig.

    Thank you again!!

    Post edited by mirjagirl on
  • mirjagirlmirjagirl Posts: 85

    Thank you, again!!

    https://www.daz3d.com/gallery/#images/951426/

    96 Bones and regrouped to eliminated the overlapping vertices.  Still have to go through for strays, but the results are much more workable.

    Thank you! Thank you! Thank you!

  • Richard HaseltineRichard Haseltine Posts: 108,729

    The credit is all yours, but I'm glad to have helped you a little.

Sign In or Register to comment.