How do you setup constraints for a 3D model such that the joint angles dont violate the physicality of the model (i.e. your leg doesnt rotate un naturally). Do you have to go to each joint and calculate a range of feasible angles and set that as your constraint. Or do you just group joints together and setup constraints per group. I can imagine a model having many joints where it becomes unfeasible to do each one individually.
keenan
@oadrian96 Your question gets somewhat into the design of user interfaces. Many schemes have been developed in an ad-hoc way through development of commercial packages; I'm not sure I've seen a great automatic scheme for setting---or predicting---joint angles for a given rig, but it sounds like a nice problem!
How do you setup constraints for a 3D model such that the joint angles dont violate the physicality of the model (i.e. your leg doesnt rotate un naturally). Do you have to go to each joint and calculate a range of feasible angles and set that as your constraint. Or do you just group joints together and setup constraints per group. I can imagine a model having many joints where it becomes unfeasible to do each one individually.
@oadrian96 Your question gets somewhat into the design of user interfaces. Many schemes have been developed in an ad-hoc way through development of commercial packages; I'm not sure I've seen a great automatic scheme for setting---or predicting---joint angles for a given rig, but it sounds like a nice problem!