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View Full Version : Rigging fish - motion path and joints?


kryb
07-16-2005, 08:26 AM
I have problem rigging fish :( Is it possible to aniamate fish skinned with joints with motion path with lattice deformer? I 'd like to have controls animating tail with joints but the body of the fish shuld be deformed by motion path.
Or... my way of creating fish animation is wrong. Any tutoriolas?

Thanks for any help :)

dousman
07-17-2005, 08:18 PM
Create skeleton for your fish, apply IK Spline to first an last joint on your skeleton. If you open outliner after creating IK Spline you can see curve. Create cluster deformer for each CV on this curve. Than create controls objects curves or locators, than parent each cluster to appropriate control objects. I think this rig will work fine.

h0tice
07-18-2005, 02:58 AM
create your skeleton with your root at the middle of your fish, just like the image below:

http://i14.photobucket.com/albums/a345/olivermagno/joint_fish2.jpg


orient your joints, zcreate your curve where you want to make your motion path, select your fish and deform it via latice, bind the latice to the skeleton, go to ikSpline tool settings with root on curve check, auto parent curve check, and the rest of the options should be unchecked.

http://i14.photobucket.com/albums/a345/olivermagno/spline_option.jpg

select first your root joint, then the head joint, and last your motion path.

in this set up you will find the head of you fish following the curve as your spline and you have a control with your tail, just animate the offset, roll and twist of the spline or create a controller for that said attributes of your spline.

hope this help.

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