GuiltyGear XRD Bone Placement Tips For Action
GuiltyGear XRD Bone Placement Tips For Action
GuiltyGear XRD Bone Placement Tips For Action
When creating a character model, the mesh shape looks good and the skinning
is fine, but when it comes time to pose for the action, it just doesn't look quite
right. Have you ever had that happen? This may be because the joint bone
positions are not set properly.
In this lecture, I will talk about the know-how I have acquired through the
production of fighting games.
These are some practical examples of bone placement that can withstand
extreme actions.
Intended Audience: If you can make a mesh, but feel that it is not complete
when posed. / People who want to create a more versatile character model.
Speaker Profile
Representative Works
⇒GUILTY GEAR Xrd Series
Lead Modeler / Technical Artist
⇒DRAGON BALL FighterZ (Bandai Namco Entertainment)
Director / Modeling Supervisor / Technical Artist
Table of Contents
PART1: Why bone placement is important
PART2: Bone placement in various body parts
common mistakes and guidelines
⇒Bone placement in the lower half of the body
Base of foot ・ Knee ・ Ankle ・ Base of toe
⇒Bone placement in the torso
Center of gravity ・Spine ・Pelvis
⇒Bone placement in the upper body
Clavicle・Base of Upper Arm・Elbows, Wrists and Fingers・Neck
and Head
In this seminar, I would like to introduce a guideline of bone placement that is likely to work well based on the
knowledge I have accumulated so far.
Introduction of Sample Models
A simple rig element for illustration purposes.
● Simple poseable doll-like rig structure based on FK
The limbs have auxiliary bones to guide twisting.
Shoulders, elbows, wrists, base of feet, knees, and ankles have semi-rotating
auxiliary bones.
In reality, if the discrepancy is this extreme, the mistake will be noticed and corrected.
But if it’s too small to be noticed, it will be overlooked and will eventually lead to an unconscious
feeling of discomfort, that “something is wrong” or “this is low quality”.
Examples of slight distortion due to bone positions
Although not as extreme as the previous page, here is a practical example.
The left and right sides of the figure below have the same mesh and differ only in the height of the bone
placement at the base of the thigh/groin.
It's a subtle difference, but which pose looks more dynamic, the right or the left?
Examples of slight distortion due to bone positions
Let's outline it for clarity. Notice the length of the legs and the look of the silhouette between the legs.
Can you see how the different bone positions reshape of the waist and make the pose slightly shrunken?
Extreme poses reveal inadequacies.
The issue is more noticeable when more extreme poses are performed.
The inadequacy of the bone position is exposed when the legs are opened wide for kicking techniques.
In this example, the silhouette when the legs are open is wrong in the right example because the height of the
hip rotation axis position is different.
As you can see, the bigger the action, the more apparent the inadequacy of
the bone position becomes.
Unless you intentionally check in extreme poses, it can easily be overlooked.
In order to avoid this, it is important to know the correct bone placement guidelines in advance.
Common Mistake: Placing bones based on preconceived notions.
One of the most common things we tend to do while inexperienced is to place joints based on our assumptions.
My preconceived notion places If you rotate from there, there will As a result, we end up with a distorted
the joint at the "root of the leg”. be "too much inside of the leg.” deformation result as shown earlier.
In order to obtain the desired deformation results, it is necessary to think of an arrangement, after carefully studying
the structure, and without relying on assumptions.
Summary: Why bone placement is so important.
⇒If the bones are not in the correct position, the joints will not
bend properly. Naturally, posing is also adversely affected.
⇒The more extreme the action pose, the greater the impact.
⇒Approximate placement
From the base of the groin.
Draw a 45º line diagonally
upward and place where it
intersects the line at the
center of your foot.
This is much less likely to fail.
Anatomically, it should not be
that far off from the actual human
body.
Guideline: Hip joint placement (Side)
⇒Concept
The same basic
concept applies to the
view from the side.
The legs can be bent
forward more than 90º,
so when considering
the full waist, the
placement should be
slightly forward.
⇒Approximate placement
The best results are often obtained by
placing it at the approximate center of the
remaining thickness, based on the width
of the entire hips from front to back,
excluding the overhang of the buttocks.
Since humans were once quadrupeds, it’s a good
idea to remember that "The legs are
conveniently designed to bend forward."
Guideline: Knee joint placement
The knee joint bends only in one direction, and since we often see it bending in walk cycles, it’s the part of the body where
mistakes are less likely to occur. However, if you are not careful, the result of deformation when you bend the knee severely
can be an unappealing shape.
⇒Approximate placement
The knee joint can simply be thought of as
the center of the front-to-back width of the
knee.
Appendix: Shape aids for the knee joint
The knee joint is one of the most conspicuous joints because it faces forward. Furthermore, the structure around
the knee joint of the human body is so complex that it cannot be expressed by a simple single-axis joint.
The help of some kind of auxiliary bone is needed to express the shape of the knee well, especially when the knee
is bent deeply, such as during a knee kick.
If the position of the ankle joint is too high, the direction of force from the foot
will go outside the base of your foot, when it is flat against the ground, giving
the impression that the foot is about to sprain.
Shoes with high heels, for example, need to be very carefully posed.
Guideline: Rotation axis placement of the ankle
⇒Approximate placement
A good rule of thumb for placing the bones
is to keep the bottom of the ankles in
mind.
If you are wearing shoes with heels, the
thickness of the heel should also be taken
into account when making adjustments.
⇒Approximate placement
As mentioned above, if you place it around
1/3 of the entire foot you’ll have a good
balance.
The height is right in the middle of the base
of the toes.
For shoes with soles, the thickness of the
sole should also be taken into account.
Common Mistake: The shins are too long.
Sometimes it is tempting to make the shins longer
than the thighs, to make the figure look more stylish.
You have to be careful.
Essentially, the thigh is longer than the shin in the human
body.
The femur is the longest bone in the human body.
Even if in the same pose, when the ratio of the length of the
thigh to the shin is different, you’ll see a huge difference, as
shown on the image to the left. If the shin is too long, you can
see that kneeling poses are not easy to achieve.
Torso
Bone placement in the torso
Rotation Axis (TL Note.: While I believe it is clear what Junya meant here, I am unable to properly word it
in technical terms. My apologies if it is unclear.)
Tanden
How many bones in the spine are appropriate?
⇒You want at least 3 spines.
How many bones are best to represent the area from the pelvis up, from the
waist to the chest? There is no absolute answer to this question.
However, except in cases where you need to create a lot of characters for
mobile devices, if you want to have a certain level of expressiveness, you
probably want at least 3.
The reason is that with three of them, you can draw an "S-shape" or change
the peak of the curve to some extent.
In most cases, Arc System Works uses the following three components
for the spine.
● Waist
● Stomach
● Chest
⇒Approximate placement
The guidelines for the placement of each of the 3
bones are as follows.
● Waist: Height of the aforementioned tanden
● Chest : Height of the midriff
● Stomach: Middle height of the above two
Why is the chest in a high position?
On the spine placement page, some of you may have felt that the Chest
position is too high. There is a reason for that.
? ?
Although not as extreme as the above figure, it is common to make a mistake in the placement of the
rotation axis of the upper arm. Even with the same mesh, depending on the position of the rotation axis
of the upper arm, the mesh may look different.
As shown in the figure above, the width of the shoulders changes when the arms are lowered, which can
result in large gaps in the armpit area, or, inversely, the upper arm may be tucked into the torso.
This is a situation that should be avoided, although it is relatively easy to notice and is rarely left untreated.
Guideline: Placement of upper arm bones
⇒Approximate placement
When determining the axis of rotation of the
upper arm bone, it is easier to arrive at the
correct answer by calculating backward from
the position of the armpit and the thickness of
the arm.
The appropriate shoulder width is difficult to
determine, since it varies from character to
character. However, if you think about it based
on the position of the armpits, you can find a
general rule.
The resulting deformation should be "enough
to hold a thermometer under the armpit"
when the arm is lowered, and the inside of the
torso and upper arm should be slightly
sagging.
A character with well-developed vastus
lateralis muscles will look more natural with a
slight dip in the arms and torso.
Calculate backwards based on the thickness of
It's hard to decide on a single placement, the arm and its position when lowered vertically.
but it's a very important placement, so adjust
it as many times as you can.
Guideline: axis of rotation of forearm
Like knees, the elbows are joints that can only
bend in one direction.
The example on the left is not anatomically
correct at all, but it is the arrangement we
use most often because it is less likely to
cause excessive flexion and extension.
In fact, the anatomically correct
position is a little closer to the outer
elbow side, but this is a compromise
measure to make the penetration of
the inner elbow more noticeable.
⇒Approximate placement
The joint should be about 1cm-1.5cm below the tip of
the elbow. By placing the joint lower than the elbow,
you can get a better elbow spike when you bend the
forearm.
Tip: How to handle elbows.
Note that, unlike the knee, which has a "knee plate," the elbow protuberance is entirely part of the forearm.
(Try bending and stretching your own elbow while touching it.)
Unless you’re aiming for some kind of intentional performance, it is more natural to set the weight so
that the elbow protrusions move with the forearm almost 100% of the time.
Notice that when the elbow is bent deeply, the forearm side keeps a straight line while the back of the upper
arm curves.
Common mistake: forearms are too long.
Similarly to the shins before, in some
cases, the forearm is made longer than
the upper arm because it looks more
stylish.
⇒Approximate placement
In order to position the bottom of the palm as an
extension of the forearm, the axis of rotation of the
wrist needs to be positioned much further to the
palm than one would normally think.
When you place it just at the border between the
wrist and the palm of the hand, you will be able to
convincingly express the warp of the wrist.
About fingers
⇒The most difficult part of bone placement is the
fingers.
The most difficult part of the bone placement is the
placement of the fingers. There are several reasons for this.
→I'm used to seeing it, so it’s easy to see mistakes.
This is the part of the body that you probably see the
most in your life. It is easy to notice even the
slightest discomfort.
→The need to accommodate all the different hand expressions.
These aren’t just used for Rock Paper Scissors, but
also in various forms to express different emotions.
→The number of joints is large, and overall balance is required.
A simple calculation of 5*3 shows at least 15 bones in one hand.
All of them need to be arranged in a satisfactory ratio.
→Precision is required simply due to how fine.
Compared to other parts of the body, the structure is more
detailed and requires millimeter-scale adjustments.
If you want the joint to be sharp, place it near the knuckles. ⇒Approximate placement
If the deformations results in a softly bent finger joint, the axis of It is best to place them
rotation is usually too far from the back of the finger. about 1/3 of the thickness
If you touch your finger, you will see that the bone is much closer to of the finger from the back
the back than to the underside. of the finger.
Guideline: Finger joint (at the base)
Finger Palm
⇒Approximate placement
While it is difficult, here are a few hints:
→The index and ring fingers are roughly the same length. (The ring finger is
slightly longer.)
→The middle finger is approximately one fingernail longer than the index
finger.
→The little finger is approximately one joint shorter than the ring finger.
→The thumb and middle finger are roughly the same length (but the
knuckle ratio is different).
→The bones of all fingers become shorter as they move from the base to
the tip.
Guideline: Axis of neck rotation
The neck is a continuous structure of
multiple cervical vertebrae, and cannot be
expressed by the rotation of a single bone.
It is necessary to seek a form that is reasonably
convincing and expressive, while simplifying to some
extent.
⇒Approximate placement
It is a good idea to place the axis of rotation at a
height near the base of the collarbone so that it
can be moved from the base of the neck.
In terms of depth, it is best to aim for the middle of
the front-to-back width of the torso, so that you can
easily handle both forward and backward leaning.
Guideline: Head rotation axis
The head does not have a natural axis of
rotation, but it is fixed on the cervical
vertebrae, which are connected to the neck.
When you turn your face, it is your neck
that is rotating.
As with the neck, it would be too much
work to reproduce the movement of all the
many cervical vertebrae, so we look for
approximations with a small number of
bones.
In the method used at ArcSys, the
movement of the many bones of the cervical
spine is approximated by the two bones at
the base of the neck and another just
below the head, as shown on the previous
page.
⇒Approximate placement
To move the head, the axis of rotation is placed
near the first cervical vertebrae leading from the
skull. The position of the axis of rotation is
midway between the nose and mouth, slightly
behind the ears.
Part3
I hope this session was helpful to you in your understanding of bone placement.
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