A few problems have risen with rigging my character,
I have checked all the parentings, constraints, and drivers twice and thrice and ...
I can't see anything wrong, I'm losing my mind, I can't spot what's wrong,
I need serious help!
The file below is a reduced sample of the problematic parts of my character, the problems I face are:
1. The foot roll doesn't function properly,
2. The character's cloth isn't moving with the rig, I have done the cloth weight painting and I don't want to do the parenting again cause I lose my weight paintings,
3. A very very very weird thing that happens to my character is most of the time when I move her legs or arms both in FK mode and IK, it distorts in a bad shape and when I shake the controller a couple of times, the limb returns to its natural shape!
I have not seen such a thing before!
4. It seems like the "deformation bones" aren't connected to other bones, as I said, I've checked all the parentings and constraints, Everything is in place, but the DEF bones don't move with the others,
5. And the last thing is that some constraints change the deformation of the body mesh a little bit, and sometimes a lot, in another word:
the "Pose Position" differ from "Rest Position",
and this is an issue that happens to me a lot, sometimes changing the "space" from "world" to "local" resolves the problem, sometimes not,
I think that must be it,
I would appreciate any help!
the link is below:
https://drive.google.com/file/d/1mhz3BAXcBD0DTpQOKpRklbIhe9Cb3_6U/view?usp=sharing
I found a some issues with the rig in just a few minutes. Here are the problems I found so far.
1. The following bone axis are aligned incorrectly. The Z axis should be pointing upward instead of downward. This can be fixed by setting the roll to 180 in edit mode.
MCH_Toes_FK.L DEF_Toes.L DEF_Foot.L Foot_FK.L Toes_FK.L Foot_tweak.L
2. Both Foot_heel.L and MCH_Heel_Roll_01.L have their rotation order set to XYZ and they need to be set to ZYX.
3. On MCH_Heel_Bank_01.L, MCH_Heel_Bank_02.L, and MCH_Heel_Roll_02.L on the limit rotation constraint you need to check Legacy Behavior.
4. On MCH_Sheen_02_tweak.L the copy loction.001 and damped track constraints should be pointing to foot_tweak.L. Also the Damped Track should be set to Head not tail(Head/Tail set to 0 instead of 1). You also need to adjust the copy location.001's influence to 0.125
I stopped looking at this point. You started off with problems from before you even started rigging. The shorts, shoes, and shoe strings are all rotated and scaled in object mode. This could have been fixed by applying rotation and scale(Ctrl+A). Then your Rig was moved(Location) and scaled in object mode. Location and rotation should be all 0 and scale should be all 1s before you start putting constraints or skinning. This is why you need to change the influence to 0.125 instead of the 0.5. I'd recommend starting the rigging over. So you don't have to redo all of the weight painting you can do the following.
1. In object mode, select everything and ctrl+a->Rotation and Scale.
2. Select just the rig and press ctrl+a->Location.
3. Tab into edit mode make all bone collection visible(Eye icon open) except the root and DEF collection.(Eye icon closed)
4. In edit mode select all and delete(X->delete bones).
5. Switch to pose mode, make DEF and root collection visible, select all, and press Ctrl+alt+C to remove all constraints.
6. In edit mode on the DEF_Toes.L and DEF_Foot.L set the roll to 180.
7. In object mode, select the shorts and adjust the solidify modifier to fix the thickness. I used 0.01 instead of the 0.1.
8. Start rebuilding the rig from there.
@Dwayne Savage Thank you so much for taking the time to solve my problem!
very appreciated!
Just one question:
where should I know what roll each bone should have?
It will come with practices and depending on how you setup your constraints and drivers(In some cases). Since your constraints are based on the Luna rig then the Z axis needs to point upwards on the toe and foot. Otherwise you get the problem where it moves opposite direction. In your case the FK was correct so this would twist the foot and toes around when you switched from FK to IK. You can leave them as long as you leave all of them the same and then play with how each constraint affect them. This would require testing as you add each constraint to see what the effect is.