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Activity Forums Maxon Cinema 4D Basic Joint Rigging

  • Basic Joint Rigging

    Posted by Stuart Samuels on January 13, 2016 at 7:23 pm

    Hi.
    I’m attempting my first stab at rigging and could really do with a little help.

    I’ve been asked to recreate a 2d logo as a 3d model and then animate it. Here’s the logo in question:

    I’ve created the model:

    So it’s on to the animating…

    The basic idea is that the the G “arm” flexes slightly. I’ve added a few joints and used the Bind command on the joints and logo but when I rotate a joint to create the flex it effects areas I really want to stay rigid (highlighted in red):

    I’m brand new to rigging and so I’m probably trying to run before I can walk, but if could someone explain what I would need to do correct this issue I’d be very grateful.

    Thank you.

    Stuart Samuels replied 10 years, 4 months ago 2 Members · 2 Replies
  • 2 Replies
  • Adam Trachtenberg

    January 13, 2016 at 11:00 pm

    First off, you really don’t want to have such a dense mesh with joint animation. Makes it really hard to properly skin the model, which is what you’re going to need to work on to fix this issue.

    What you need to do is use the Character>Weight Tool to manually edit the bone weights that were assigned in auto binding. The Weights Manager could also be of assistance.

  • Stuart Samuels

    January 14, 2016 at 8:49 pm

    Thanks Adam, I’ll give that a try.

    I think I may have a bit more research to do before this works for me.

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