As a side project I wanted to model a character which I can animate short sequences with to keep practicing animation and rigging, but also to add more to my reel. Unfortunately, thanks to a lot of personal events and struggles during the concept defining process, I didn't have the time to continue working on it. I also felt very discouraged because in the model, the hips kept messing up. I am maybe asking a lot of myself because I wanted to place her in a lotus position, which is an annoying rotation for the model, but I felt that if I couldn't fix it here, how would I be able to tackle the problem later? (Especially since I didn't have this problem before with my model I worked on in Leeds?)
I'm continuing back on forth on my old model and this one, trying to find where I went wrong. I used different rigging techniques or scripts, RapidRig, HumanIk and different positions of the joints, if that would be able to fix the problem, but no luck so far. At this point I created my own skeleton I want to try binding to the mesh and see if the same errors occur, as well as an ABAutoRig I want to test.
I tried different scripts for deformers, but I don't have enough knowledge about it and I couldn't find an easy answer (nSkinMorph/Shapes and scripts like those.)
Below I will post a bunch of screenshots of the different rigging methods with the same issue arising.
I'm continuing back on forth on my old model and this one, trying to find where I went wrong. I used different rigging techniques or scripts, RapidRig, HumanIk and different positions of the joints, if that would be able to fix the problem, but no luck so far. At this point I created my own skeleton I want to try binding to the mesh and see if the same errors occur, as well as an ABAutoRig I want to test.
I tried different scripts for deformers, but I don't have enough knowledge about it and I couldn't find an easy answer (nSkinMorph/Shapes and scripts like those.)
Below I will post a bunch of screenshots of the different rigging methods with the same issue arising.