Qslugs
12-10-2003, 05:20 PM
Ok here's my situation. I have 2 characters that I am trying to rig to be set up for a christmas card and eventually animated. The characters are 2 slugs. I am able to get everything rigged fine so far but I am experiencing a problem with the motion created by my rig. My rig is very similar to the wormler rig that comes with messiah. Theres a null at the base of the head to which all the head skeleton is parented to, then theres a long one chain running the full length of the entire rest of the body. This bone chain is where the flex curve (w 6 control points) is applied and also where the problem lies. When I move (for instance) the characters head and nothing else, espically in the "y" direction, the body of my character "rolls" further down the chain. This in essence is causing my characters body to cut through the floor. I do realize what is causing this and I have tried all the settings in the flex and the flex motion panel. Nothing seems to be helping much. Also, I got a crash while trying to use the vector start and end functions. Am I missing something? My characters have flat underbellies, so the fact they cannot rest flat on their stomachs is very undesirable.
Now what I would like is any suggestions for minimizing roll on my characters. My only thinking that I have yet to try is to add more points to the chain. If that is a solution, I would think of that as a last resort. That's more things to animate. Although thinking about that solution again now, maybe I can create ane expression to have any inbetween points, stay inbetween on the x and z chanels of neighboring points. That way I wold have less to animate if that is the only ssolution.
Also, I guess a feature request would be tangent handles on the flex points, that I am almost certain would get rid of my problem.
Now what I would like is any suggestions for minimizing roll on my characters. My only thinking that I have yet to try is to add more points to the chain. If that is a solution, I would think of that as a last resort. That's more things to animate. Although thinking about that solution again now, maybe I can create ane expression to have any inbetween points, stay inbetween on the x and z chanels of neighboring points. That way I wold have less to animate if that is the only ssolution.
Also, I guess a feature request would be tangent handles on the flex points, that I am almost certain would get rid of my problem.
