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Combining rigs (attaching rig of hand to rig of arm)

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Tjeerd van der HulstCombining rigs (attaching rig of hand to rig of arm)
by on Dec 1, 2015 at 10:51:21 am

Hi everyone,

Thanks in advance for your precious time.
I'm not really advanced in character animation, and for a client I've run into a situation which I haven't been able to solve yet:

I have a simple rig of a character, which will mainly move its arms and hands. Now, the rig only has joints for the shoulder, elbow and wrist, and works perfectly fine.
Now, the hands are pretty ugly, so I used a new 3D model of a hand, which fingers I rigged for left and right. Also, working fine.

Now, how do I combine these two without having to merge the meshes and go through the whole rigging and weighing process again?

My thoughts were this: First, cut of old hands. Then, use xpresso (with a point node between the arm and the new hand) so that one point in the arms mesh (in the middle of the wrist) controls the position and rotation of the hand. But this only works for position, and only when I move the whole mesh of the arm. So, when I rotate a joint in the arms mesh, the arm bends as is intended, but the hand stays in the same location.

Do you have any tips on this?

Very, very much appreciated.


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