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View Full Version : Alleviating flex/flex motion roll


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.

Qslugs
12-13-2003, 09:58 AM
Ok I figured it out if anyone here cares.

I turned on use point tangent in the point block for each of the points on the flex motion curve. Simple fix, works like a champ now.

Also, things to look at if anyone else is having a similar issue:

(these give different results)

Along with turning on use point tangent for each of the points along the curve, try switching between absolute and relitive for the match tool setting in the motion bend block.

Another thing that will also varry the results is clicking the align to tangents setting in the motion bend block.

dobermunk
12-13-2003, 10:27 AM
Sorry for the no-reply. Everyone seems real busy right now.
Thanks for the tip with the tangent nodes, I'll be coming up with a similar problematic soon with a worm.

Qslugs
02-26-2004, 03:20 PM
Just bumping this one back up!

chikega
02-26-2004, 03:38 PM
Hey Qslugs, this is worth repeating in the advanced section tips :).

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