View Full Version : Springs in Joints - How???
MsLeal 08-17-2002, 08:50 PM Hi friends...
seem that some threads in forum was lost. (day 16...) :thumbsdow
I had asked a thing, but I did not read.
again::hmm:
In 3ds max exist a controller that simulate dynamics (inertia?)... Springs Controllers are used in IK Chains in the bones (ik handles in the joints).. So, depending on the movements of bones, these controllers simulate this inertia causing interesting movements.
How I make this motion in Maya?? Has some "spring controller" in Maya?
Thanks! :thumbsup: .
and sorry for question again. But the last topic was lost. :wavey:
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MsLeal
08-18-2002, 02:58 PM
I can't ??
:shrug: :shrug:
svenip
08-18-2002, 03:47 PM
haven't got what you mean :hmm:
could you describe an effect you wanna simulate with that ??
MsLeal
08-18-2002, 09:12 PM
inertia, swing....
for example:
you put a spring controller in IK chain (ik handle) of the arms and end of spine and hair , then, when you animate the pelvis, the Ik chains will have a dynamics movements, how inertia... This will give a swinging for the character very interesting.
In the 3dsmax this is easy, but in Maya?? has a "spring controller" or something like that? :shrug:
Rudity
08-18-2002, 10:37 PM
you can use and IK spline handle, then use dynamics to control the curves points. ?
does this help?
i can give you an example if you'd like?
see you around and waiting for your reply.
Squirrel Boy
MsLeal
08-19-2002, 01:52 AM
good idea, maybe work...
Is this example a mb file?
if yes, order for my mail: cmsleal@bol.com.br
I thank a lot... :)
kpalazov
08-19-2002, 08:09 AM
Hi to all in this thread, I too am very interested how this would work in maya. Maybe to help the explanation here is an example:
Lets say I animate a characters hand falling from a risen pose at a fast rate. If you apply this controller the hand or more the fingers will resist the movement to begin with and then at the end due to the new inertia wobble and sway . THis is all without key frames added. Is procedural motion.
My idea is that it could be achieved with expressions , but I'm not the programming type.
ANy help would be greatly appricated.
thanks
take care
Kiril
k_man_mango@hotmail.com
MsLeal
08-21-2002, 06:06 PM
if somebody found some script or plugin for this, reply here !!!!:bounce: :bounce: :bounce:
DesignDawg
08-21-2002, 08:03 PM
I don't know if there have been scne files passed around or what, but here's what you do:
Create the skeleton you want to spring around... Put a spline handle on it. Make the spline a soft body. From there, you could either use dynamic springs, or when you create the soft body from the spline, create a duplicate, make the duplicate a goal (this is in the creation options), and then adjust the per-vertex goal weights for the spline. Now, when it moves around, it will jiggle according to the movement. --And quite well, at that.
ALSO... I should mention: Maya 4 intriduced the "Jiggle" deformer. I haven't used it much, so I can't really comment on it, but it's specifically made for creating "automatic" procedural secondary motion.
Ricky
DesignDawg
08-21-2002, 09:40 PM
Shoot.
I had an entire reply typed out and tried to send it right as CGTalk seemed to be crashing out. Did anyone else not have access to CGTalk for about an hour?
Anyway...I tried the jiggle deformer. It works great. You can apply it to just certain CVs, or to all the CVs on an object, and then open the component editor and adjust the envelope for each CV individually. I think you'll find the jiggle deformer (in the animation context, under deform) your easiest option.
Ricky
MsLeal
08-23-2002, 06:36 PM
:beer: :beer:
I looked at jiggle deform, it worked... but in the mesh (object), and not in joints and Ik handles, perhaps the spline handle with dynamics will work well... I will test after.
obrigado. (thanks)
DesignDawg
08-23-2002, 07:07 PM
Hey...
Why not try applying the jiggle deformer to the spline handle? You can put the jiggle on the curve. No problem. Adjust the CV weight in component editor just like with the mesh.
Ricky
DesignDawg
08-23-2002, 07:21 PM
Here's a quick scene I threw together just to show the jiggle deforemer in action on a skeleton. Took about 2 minutes...
(Just open the scene file and push play to see it work..)
Ricky
kpalazov
08-24-2002, 08:58 AM
Thats pretty cool , thanks for your time and thanks for the help, I on my way now to test it with a character.
Would it be posible to set this up on a character with IK solvers already in place?
thanks again
take care
Kiril
MsLeal
08-24-2002, 12:28 PM
kpalazov wrote:
"Would it be posible to set this up on a character with IK solvers already in place?"
and I ask the same thing! :bounce:
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