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View Full Version : Rigging - Curly tail


Shogun
02-25-2004, 09:11 PM
Hey guys, I'm having to start to think about how to rig a curly tail such as the one in the pic. *hopes pic works*
Thing is I need to be able to make it unfurl to being straight out & I need to set up some sort of controls for that. I'm using max5.1 & I was thinking about using the spine rig setup from the Inside max 4 book, which works well & extending that in to the tail. Would that work or should I consider spline IK or maybe even progressive morphs? (which might be easier, but I still might need to 'aim' the tail,) or does anyone have any other suggestions? Maybe straight FK might work best?
Thanks,

skellybobbly
02-25-2004, 10:10 PM
Hi Shogun,

I had to do a similar sort of thing last year for one of the cgchallenges:

http://www.blowtorch.pwp.blueyonder.co.uk/cgchalapril/lizardboy_blowtorch_final.mov

I used a spline that the mesh was weighted to and had linked xforms on the verts of the spline and point helpers to control them. It also had IK/FK switching that a friend of mine sorted for me.

If you PM me your email I'll dig out the 'tongue setup' and mail it to you.


Cheers

Jon

BoomRat
02-26-2004, 03:18 AM
I would start with a fairly long base joint and then use progressively shorter joints, align them so all rotation axises(that the right spelling?) are the same, and rotate into position.

Shogun
02-26-2004, 10:48 PM
That was my next question - model it as shown (that was just a test,) & rig it curled, or model it out flat & rig it to curl up?
Thanks for the advice so far.

Shogun
03-07-2004, 09:47 PM
Any more suggestions please? Still looking into this. Thanks.

eek
03-08-2004, 09:05 AM
Hi Shogun, (your avatar..mm think i know that)

Anyway,

Model it flat, and add progressively shorter bones down it. But remeber to have enough polys to skin to. Im doing this with a whip, that has to curl up/whip things/ twist, so when im rigging it ill show how i set it up. First off model it flat, un curled.

eek

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