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I have an animated armature in my .blend file found here. I parented a mesh to my armature while in rest pose and it's good, once the animation starts the mesh start twisting. I wonder how I can avoid this unwanted twists deforming my mesh during animation. If anyone could please help me solve this issue as I will be doing it automated using Python as I have many armatures to parent with the same mesh, so it needs to be possible to be handled by python scripting.

Tak
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  • Just looking at your head bone in pose mode, (with local axis) the animation looks like it is z axis facing forward. Your rest pose isn't.... resulting in the twisting. – batFINGER Feb 16 '17 at 14:42
  • @batFINGER thank you very much for your assistance. So could you please advise how it could be fixed? and how to avoid this from happening when building my armature please? – Tak Feb 16 '17 at 23:58
  • Not sure there's an easy answer to this. Could try posing a new Tpose taking note of bone alignment (eg as noted in previous comment z forward for head bone, you'll notice all the bones from origin down look dodgy based on action poses) Then try something like in this answer – batFINGER Feb 17 '17 at 02:53
  • @batFINGER Thank you. The armature was constructed using the method you provided here: http://blender.stackexchange.com/a/49295/2517 do you think there is a way to fix this while the armature is constructed through that script? – Tak Feb 17 '17 at 02:57
  • Is the Tpose on frame 0 created from the C3D data? – batFINGER Feb 17 '17 at 03:02
  • @batFINGER Yes, it is already in the c3d data. – Tak Feb 17 '17 at 03:04
  • The issue is in the pose vs the rest pose on however you made the action. Given it's pretty much a human rig, I'd be tempted to use rigify rig (or similar), edit meta-rig to match your rig dimensions, generate, then animate with constraints to c3d empties (using the IK bones works pretty well ). Will be a bit of a PITA to tweak, but only needs to be done once, and can be used on other c3d files with the same subject. – batFINGER Feb 17 '17 at 04:24

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