I decided to test out the shoulder and was struggling with positioning the upper arm bone and the clavicle in particular to get some decent deformation on the shoulder joint. It seemed that no matter how much I tweaked the envelopes and paint weighting, the shoulder just seemed WAY too wide.
In the end, I decided to remodel the shoulders going from the image below....
to the bottom image here.
This gave a much better result. I will upload some more pics of the shoulder in motion and I thought that it was going swimmingly.
I went up to UCLan on Wednesday afternoon to see Mario and I got some mocap done. I was surprised at how small the mocap suit was. Anyway I managed to capture some data but not sure how good it would be. I did notice that the capture software was set up in a very odd manner - with only a single spine link and 2 neck links. Apparently that's how it comes and it's not adjustable. So not that impressive for a £50k system.
After bring the BVH files into 3DS Max, I found the data to be pretty dirty. Here are a couple of images showing the drooping clavicles and the turned in elbows.
So I decided to get the rigging done to the best of my ability for the first stage. I did a torso twisting animation whilst crouched down and it seemed to work okay. This was using just the envelopes and paint weighting. I haven't gone into vertex weighting yet - so not bad.
The next step will be to do some more aggressive poses and animations to test the shoulder joints and then to see if I can get some muscle bulges into the biceps and triceps as a start. I have a feeling that the pec and lat muscles are going to be tricky to emulate.
Oh - I must have a go at a breathing animation showing his rib cage rising and falling! Okay that's all for now.