Forum Archive › New Animation Course Coming? › Reply To: New Animation Course Coming?
Thanks for taking the time to keep answering my questions, Wayne. It’s very kind of you.
Yes I’ve used normal IK, stretchy IK and Soft IK.
🙂 I see now how I wasn’t very clear in my question. I didn’t mean the styles of rigging systems, but rather… well, let me try again…
Of the current rigging systems (Auto-Rig, Rigify, BlenRig) which makes the knee-pop issue easiest to deal with? Or, in light of this comment:
I prefer Stretchy IK
Which of them as Stretchy IK? (Because I can’t tell.)
In the one that you pointed out can you see that the both knees are different? The Right knee overshoots and pops before the contact where as the Left knee does not.
I’ll look more closely at this, rendering out the frames and loading them into layers in Photoshop where I can use guidelines to mark where each knee is on any given frame.
This type of pop is obeying the body mechanics.
This happens on a lot of people’s walks – depending on the style of walk. (walk cycles are really complicated, if you didn’t already know haha)
It’s a wonder any of us ever learn to walk! 🙂
Seriously, though, if these mo-cap examples aren’t good for study, can you point me at a good example of a walk cycle so I can study it and figure this out?
Also, what if the camera angle is changed slightly to cover up the knee-pop? Make it less noticeable? Or maybe I’ll just chicken out and make sure my characters’ knees are always hidden behind shrubbery and such. 😉
One final thing…
I came across this video: explaining why knee pops happen and how to fix them in Maya. Because of the similarity in this Maya rig and those used in Blender, I’d assume this technique could be adapted for use in Blender. That just leaves the question of which rigging system (Auto-Rig, Rigify, BlenRig) would lend itself best to this approach. If this can be adapted, perhaps it might inspire a quick lesson on fixing knee pops here on CG Cookie?