Animated tying shoes – sanity check

Forum Archive Animated tying shoes – sanity check

Viewing 7 posts - 1 through 7 (of 7 total)
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  • #9850
    Kevin Mather
    Participant

      After several months (!) of hard work, I think I am getting near an acceptable result of tying shoes. Size and  complexity of the effort seems massive. Maybe this is inevitable? Maybe I’ve missed something basic?

      • There are 4 shoe laces, each with 50 bones. (Actually they needed more but it seemed unmanageable.) In fact the behaviors are similar for both shoes, although the timing is different.
      • Each shoe lace has a generic rig in Unity. Perhaps they could have been combined, but size seemed unmanageable.
      • The character obviously has a humanoid rig.
      • The complex motions of all 5 rigs obviously must be synchronized.
      • By use of empties, I ended up with 2 Animation Controllers: one for character, one for laces (with multiple synchronized layers). This seemed to be required because Generic and Humanoid rigs can’t be combined.
      • All state machines are made to have the same states and triggers for transitions. A script sends triggers to both controllers.
      • Motion happens in “poses”, so there are lots of states, transitions, clips.

      Are there any good design/organization techniques or guidelines to optimize the workflow? It’s my first experience on a “real” project.

      #37636
      Kevin Mather
      Participant

        Even though the same triggers are being sent to the Animation Controllers at the same time, the clips timing isn’t quite consistent/synchronized. Maybe everything will need to be reworked with one huge rig and masking.

        #37637
        Kevin Mather
        Participant

          Single massive rig (~250 bones) solves sync issues. Not very nice to work with. Merging 5 rigs to 1 (and restoring all keyframes) was a challenge in Blender too.

          #37638
          Jonathan Gonzalez
          Participant

            @techworker1 Why are your rigs so complex? I would think the ends of the laces would have a few bones each, and the human character possibly having around 20, possibly 30 bones at most. Any more than that and I would look into simplifying things quite a bit. 

            #37639
            Kevin Mather
            Participant

              @jgonzalez The humanoid is a minimal standard, with a couple of dozen bones. The laces have very sophisticated motions, and end up in tight knots. Maybe I’ll be able to post a video of them.

              #37640
              Kevin Mather
              Participant

                Posting video doesn’t seem to work today. URL is

                https://vimeo.com/279579974/7a123892f2

                #37641
                Jonathan Gonzalez
                Participant

                  @techworker1 Ah yes that does seem more complex. Definitely an in-depth look at tying shoes. I was expecting a generic character bending down to tie his shoes. 

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