[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG

Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Janitor applications are now open. Apply here!


[Advertise on 4chan]


File: mmuullttiibboobbss.png (325 KB, 603x732)
325 KB PNG
How would you rig multiple breasts along the torso? With the spine twisting and bending. Especially the ones that are near the crotch, given how they will disappear when the model bends over (I also need to find how to make the belly bulge when doing that) or get buried in the pelvis when the torso rotates.
I tried a combination of Copy Rotation, Copy Location, but I'm a beginner.
I'm doing this in blender btw.
>>
Well these are small enough to just use soft body dynamics. I used to always use 3 joints for the spine but recently, after seeing a lot of pro rigs not doing that, I stopped and just have a lower back and an upper back. If you have to just joints for some reason then you want a corrwctive bone for the bell bulge. Every breast pair should have a common root joint. Those root joints would be the children of the upper back, lower back, corrective belly joint, and the pelvis joint.
But like I said these are so small you could just stick to corrective blend shapes and dynamics to control them.
>>
>>1028160
Use rigify and copy the breast bones to the other pairs before parenting the mesh to the skeleton.
>>
>>1028174
I haven't thought about using soft body but since it's simulation I'm not sure if it's a thing where I want to go. I'll try maybe later.
The thing is that since the breasts each have a bone inside, they are quite solid and like to get into the body, or to protrude without any deformation when I rotate the torso.

>corrective blend shapes
I'm new to rigging, and I always had trouble when using blend shapes, I find it to be a pain when you edit the rig or apply modifiers.
Maybe I could use a driver bone instead? Or maybe bendy bones?

>so small
Uh rude >:(

>>1028175
I'm trying to not use rigify because I want to use a custom armature that has features that rigify doesn't have (like a knee bone and a glute bone with Copy Rotation from the femur)
>>
>>1028182
>No rigify
Have you tried parenting the breast bones to the nearest spine bones?
>>
>>1028184
Yes, it works fine, but it's just that they're now solid and "pierce" through the body when it bend over, or stick out when it bend backwards.
And I also wonder how to make it work in conjunction with the belly bulging when bending over.
>>
>>1028185
One alternative is you can unparent them and put an armature bone constraint on them. That one works the same it would on a vertex, combining the influence of several parent bones, but it won't auto-weight, you'll need to look up the bone and weight values from a neighboring vertex in edit mode and then set that in the constraint
>>
>>1028185
You going to have this push and pull when overlaying soft bodies like a stomach and breasts. Normal breasts sit on a mostly solid ribcage. You want the abdomen to deform when the sline twists and bends but keep the breasts stable.
The gluten bone concept is a helpful beginning. The gluten bone is an intermediary between the femur and the pelvis. Because the gluten deformation is so extreme when the femur lifts it causes the gluten to lose all of its volume. The gluten bone bridges the rotation of the joints so the verts have a reference for where they should go. The same with these breasts. There needs to he an intermediary joint between the sline and the breast. The breast joint will have a very high envelope value on the breasts, because that is how you prevent them from deforming. Now you have this soft tummy with rock hard breasts clanging around. A second joint inbetween the spine and the breast to give that interface between the two forms a reference so they can blend together.

You are trying to make a very somplocated thing right now. I am.normally not an advocate for dynamics because they get super complicated and younlose.control, but your use case is already really complex. So it might be better to use soft bodies in this case.
>>
File: boobprogress.png (545 KB, 1053x867)
545 KB PNG
>>1028203
I'm not really sure if really I understood what you meant, I tried a similar thing like my glute bone constraint but it gave bad deformation.

I'm trying another way, using a bone extending from the spine to the belly with a Copy Rotation constraint to keep belly volume bending over and stretch when bending back.
I then added a Copy Rotation on the bottom boob bone with a small influence, and to keep it from going inside the body I added a Driver on the boob'z Z location to transform the spine's X rotation with max(0, var) * -0.03 and gives the following result in picrel.
On the right you can see the driver making the boob go down a little when bending over.

But I'm not sure if I want to go this way and just give in the soft body transform.
Rigging is such a time sink :(
>>
File: #001 Hitoner.png (498 KB, 673x746)
498 KB PNG
>>1028160
anon are you making a Tonelico model?
anyways maybe you should reference how those bald cats look when they bend over?
>>
>>1028315
Nope, I don't even know what a Tonelico :)
Do you have any references for me?
>>
File: 12549563.png (130 KB, 581x256)
130 KB PNG
>>1028326
dunno about the bald cat but for the human looking cat you can either look up the new serialization or one of her doujin
>>
>>1028337
idk, I'm not into anthro x human male
but that's why I'm here, It's not an easy task to make good "skin bulges" and "love handles" using an armature :(
>>
>>1028338
the "totally safe for work threads" are your best bet then >>1024300
there's atleast other two in the archive
those horndogs are surprisingly knowledgeable when it comes to this stuff. it's either that or taking a riggincourse
>>
File: 1718337974778986.webm (2.16 MB, 720x720)
2.16 MB
2.16 MB WEBM
>>1028338
>>
>>1028365
Thanks, still, it looks a bit tricky to get right, especially with the multi-boobies my character has. I'll try when I get more time.
It's some Copy Rotation + some drivers on the spine location translated into rotation+some limits right?
>>
You can assemble a rue Goldberg device of joints or just use corrective blend shapes and be done
>>
>>1028379
Yes but the boobs also need to react and stretch a little when the torso twists
>>
>>1028380
More blend shapes.
Either you spend the rest of your life building a system that accounts for all contingencies, or you manually account for the contingencies you'll actually run into.
>>
>>1028160
revolting



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.