View Full Version : secondary motion
lostpencil 08-18-2004, 12:39 AM I did a quick search in the forum and the help, but I didn't find anything. Is there a quick way to create a secondary motion bone chain (i.e. auto floppy ears, bouncy tail, etc.) in messiah? Something like this (http://www.lostpencil.com/images/secondary.zip) which I did in Maya. Today I just don't feel like re-inventing the wheel.
:shrug:
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tjnyc
08-18-2004, 01:07 AM
I did a quick search in the forum and the help, but I didn't find anything. Is there a quick way to create a secondary motion bone chain (i.e. auto floppy ears, bouncy tail, etc.) in messiah? Something like this (http://www.lostpencil.com/images/secondary.zip) which I did in Maya. Today I just don't feel like re-inventing the wheel.
:shrug:
Here are 2 links with good info.
http://www.cgtalk.com/showthread.php?t=100186
http://www.cgtalk.com/showthread.php?t=125001
Cheers,
lostpencil
08-18-2004, 05:51 AM
Thanks for the links! I gave it a shot, but it looked like a yo yo... not very secondary-motion-like... I'll keep playing with it.
tjnyc
08-18-2004, 10:05 PM
Have you tried using expressions? Like creating a bone chain for the ear and motion lag the child bones? Same for the tail. I'll have to get back to you with an example, but it is fairly easy to setup.
Cheers,
ThomasHelzle
08-18-2004, 11:50 PM
"Motion Dynamics" should be the closest effect to that. While the normal springs in this effect are still missing the most important parameter - a restoring force that moves them back towards their rest position - you can get it halfways decent with "hold springs".
Be sure to use IK limits to better control the movement.
dobermunk
08-19-2004, 09:53 AM
Nice video. After watching it I have to say I like the messiah setup, but I hate the messiah tweaking. In the past, I've found that the amount of time needed to get the results I would expect from what is called a "hold spring" is disproportionate.
Please, please, please - can we have a more intuitive "hold" default option?
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