Join Rob Garrott for an in-depth discussion in this video Binding joints and geometry, part of Cinema 4D Essential Training: 8 Character Rigging and Xpresso.
In the previous movie we looked at IK, Inverse Kinematics, in terms of a very…simple example where we parented mechanical arm parts to a chain.…In this movie we're going to take a look at a more human form example where we…have to actually bind the joints to the mesh.…So this is an arm mesh, and if I click on that and go into Polygon mode you can…see that it's made up of points and polygons, and it's a pretty nice looking…arm, I wish my arms looked like that.…What we want to do is create a Joint Chain with Inverse Kinematics and then bind…that joint chain to the arm so that it will move.…
When you have a non-segmented character like this, meaning a continuous mesh,…you have to use something called Binding in order to get the mesh to move with the joints.…So let's get out of Polygon mode and back to Model mode.…And let's switch over to the right-hand view.…Now we'll create a joint chain.…Let's go to the Character menu and go to Joint tool.…And you have to hold down the Control key, and let's click to create some joints.…
- Linking objects to points in Xpresso
- Creating a data slider to control a spline wrap
- Controlling multiple objects with a single slider
- Understanding the traditional character animation workflow
- Using the Character object for building and applying rigs