Good up arm roll bone setup in MB?

Hi,

I’m looking for a solid way to do up arm roll bone setup in Motionbuilder.

I’ve tried using the built in functionality to do ths - by incuding the twist bones as roll bones in the Characterization- but this yields super funky rotation values on the FK animation controls- Not at all animator/curve edit friendly :no:

As twist joint setup’s are notoriously devious, I’m looking for some input, before wasting my life away :slight_smile: Whatever the solution, flipping is not an option. Any input would be awesome - I’ll even trade you an über solid twist setup in Maya!

the roll extraction stuff in the mobu rig is strange as it kind of does the opposite of what you would expect.

You can re-rig your arm roll maya rig in Mobu…depending on how your doing it

One thing that throws people off is that they think they have to have the roll joints in line with the hierarchy, but you don’t… you can just have them as a child of shoulder but not parent of the elbow. This way you can still FK animate it and it makes more sense.

Thank you for your input!

[QUOTE=bclark;8217]
One thing that throws people off is that they think they have to have the roll joints in line with the hierarchy, but you don’t… you can just have them as a child of shoulder but not parent of the elbow. This way you can still FK animate it and it makes more sense.[/QUOTE]

I’ve tried having the twist joints both in line and in a seperate hierarchy. Both ways I still get undesired rotation values on the FK arm control (on ctrl rig). Setting my roll extraction to 50/50, my FK arm control will have a value of 45 degress, when the arm is actually rotated to 90 degrees.

[QUOTE=bclark;8217]You can re-rig your arm roll maya rig in Mobu…depending on how your doing it.[/QUOTE]

I cant’ seem to replicate my Maya setup in Motionbuilder. It relies on an orient constraint setup to isolate the twist and on spline IK to drive the arm. The constraints behave differently in MB and there is no SplineIK.

During my first years of Maya rigging, I spent weeks trying to device a solid up arm roll setup that would not flip - but failed miserably (at least at one that did not require animator input or baking/Euler filtering anyway) :slight_smile: So when I came across the method I use now (Erick Millers from the Hyper Real Rigging series), I never looked back!

I wonder if there is another rock solid way that people use to do up arm roll setups that I can setup in MotionBuilder?

Sune, get square to setup some remote training all ready :slight_smile: Have to look over millers class notes agian, not remembering what he did…tricky bastard:) hehe.

[QUOTE=Sune;8222]
I wonder if there is another rock solid way that people use to do up arm roll setups that I can setup in MotionBuilder?[/QUOTE]

Sorry stupid question… WHY ?

Aren’t you going to load the data from MB back into Maya, or Max ? And when you do you can have your setup split out the rotation there, I’ve done it in MB a while back, while it was still Filmbox, but it’s not fun, or 100% fool proof…
And requires you to use the (what looks like the hypergraph in maya) flow graph view, to connect certain outputs into other inputs, and I don’t recall if it fought with the character / actor setup… I think if you leave it out of the character actor setup it should work.

In that flow graph you can connect individual axees through multiplication nodes, to drive other joints, like I said not fun, or easy but do-able…

That is not a stupid question but for some game projects , they can take FBX direct export instead of having to go back to another package.

Yes,one way is to use the Relation Constraint to create a math node network for roll extraction.

Here is a nice post on another method that could be reproduced in mobu- TD Matt: No-flip upper arm roll joints

[QUOTE=bclark;8344]That is not a stupid question but for some game projects , they can take FBX direct export instead of having to go back to another package.
[/QUOTE]

Yes, I understand, but I have a feeling the animators might not want to stay just in MB, but they may not have a choice…

Doing fancy rig stuff to automate or ease their workload typically requires something more than what MB can bring to the table… like expressions constraints, and whatnot, something to think about when I was rigging for games is that bones and smooth skin stuff is typically all that will export to an engine, but that doesn’t mean you can’t do crazy things like constrain those bones to surfaces, via point on surface nodes and normal constraints, clusters, and other ways to drive a joint chain for clothes and other hard to rig/animate / automate things, that will make the animators lives easier, and more productive.