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beta
06-20-2002, 03:26 AM
i want to choose the top CV to make a cluster, but it won't select it for some reason:

beta
06-20-2002, 03:28 AM
but... when i create the realative cluster it creates it down on the second to last CV. but i didn't know that one was selected... am i doing something wrong? i have the select hulls pick mask on. and im selecting in component mode. help appreciated. Thanks.

magicjeremy
06-20-2002, 03:35 AM
maybe make a different random cluster and use the edit membership tool, then slide the pivot over there...

bigfatMELon
06-20-2002, 05:40 PM
If you have your pickmask set to Hulls the you are grabbing the entire curve (it's just a wire so it's hull would be every CV) and clustering that. The cluster is probably being created at the selection centroid. Switch to a CV mask, select the CVs and cluster them.

Or... (and I say this only because clustered splineIK sucks big donkey) do this instead.
[list=1]
Make another joint chain that is the same length as the spine
Make it with only as many joints as you would like to have controllers for the spine. That is, if you would like to control say, upper, middle and lower potions, then make a 3-joint chain (plus one for the end). This will be the control spine.
Smooth bind the new joint chain to the splineIK's wire. Now you can control the back with easy rotations without unwanted, spline induced crosstalk.
Either enable and offset the handles for the control joints or orient constrain them to external driver objects. Whatever you prefer as a controller.
Another (better) way to go is to not make a traditionally linked joint chain for your control joints. Instead make 3 separate, single length chains. One chain for each section of the spine. Then point constrain the middle to the lower and the upper to the middle. Then bind THAT to the splineIK wire. This provides independent control over each spine section with NO crosstalk and 100% lockout.
[/list=1]
And so ends my tirade on spine rigging for the day.

-jl

ME3D
06-21-2002, 06:47 AM
Not sure if this helps but here goes. In the viewport turn everything off then turn back on nurbs curves. Select the CV then. Looks like simple matter of view clutter.
Good luck

anthonymcgrath
06-25-2002, 01:10 PM
hey melon, do u have a tutorial somewhere on the spine rigging? that last method involving single chains with constraints sounds mad! do u know of any good tuts on leg setup? I've read kris kapps on gignews, and done the ubiquitous melvin leg setup but If there's any other good uns can you post em up?

ME3D
06-25-2002, 01:52 PM
anthonymcgrath,
Theres a great video tutorial on 3DBuzz that shows a near complete rig. Leg setups, and Spline. Its also on the tutorials Cd of this months 3DWorld magazine.

Heres one for a detached foot:
http://www.3dcentral.com/tut2.html

anthonymcgrath
06-25-2002, 02:46 PM
yeah, sorry, thats the tutorial I saw, but I'll be sure to pick up 3dworld magazine this month if it shows the entire rig setup!
cheers man!

bigfatMELon
06-26-2002, 09:43 AM
I have plans to do one. There's a number of ways to handle the spine that are VERY far away from those silly ikSpline w/cluster riggs.

I might go into it to some degree at the Seattle Maya Users Group this Thursday. I'll mostly showing off the deeper features of UltraPose as well as two new scripts in the pipe for auto rigging hands and a motion blending tool that makes Filmbox look like a pile of rusty meat. If anyone here lives in the Seattle area, let me know and I'll see that you get the proper info.

After that, I move to SF for my new job and then I can get back into the swing of my regular video tutorials again.

-jl

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