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drossxyu
10-26-2005, 03:57 AM
I have a simple IK spline setup..picture a tube with 4 joints, 4 clusters, circular control curves for each cluster.

In addition....Say i want to add a cluster for extra deformation along each one of the rows of cvs, each having their own control curves ( instead of having to grab the little C), AND i'd like to have these extra cluster following along with however the tube is posed with the initial spline IK.

I've tried taking the cluster, putting it in relative mode and grouping it to itself. I then Take the group and parent constrain to one of the joints so that it will follow along. However, even though it seems to follow along, the cluster no longer behaves properly when pushed around.

So basically I need :

Clusters that can be picked by control curves AND follow along with an IK spline chain

Is there an easy way of doing all of this?

grim_mg
10-26-2005, 07:35 PM
I have ran into the exact same problem when I wanted to rig the neck of a Dragon:

In addition....Say i want to add a cluster for extra deformation along each one of the rows of cvs, each having their own control curves ( instead of having to grab the little C), AND i'd like to have these extra cluster following along with however the tube is posed with the initial spline IK.

I've tried taking the cluster, putting it in relative mode and grouping it to itself. I then Take the group and parent constrain to one of the joints so that it will follow along. However, even though it seems to follow along, the cluster no longer behaves properly when pushed around.

Also I was to create auto-secondary movement for parts of my character rig (straps, chains, dangling stuff). I want to use hair follicles to control the spline ik setup and there is no problem there, but as soon as I parent or constrain the curves to follow the rest of the character the secondary animation is gone or behave strangely. I believe the two problems are related.

So anyone that knows a workaround please share the knowledge!
thanks.

drossxyu
10-26-2005, 08:40 PM
I've pretty much figured it out. Give this a try :

1) Make sure your cluster is beneath the skinCluster in the deformation order
2) Group your "secondary animation" cluster to itself, switch it into relative mode, and parent the group to one of your joints ( preferebly one that is nearest to where your cluster is going to deform)
3.) Make a control curve for your cluster
4.) Go into the connection editor and graph your curve on the left and the cluster node ( not the cluster handle or the cluster handle shape node ) on the right. Connect the world matrix of the curve to the matrix of the cluster ( nothing will happen yet )
5.) Open the clusterhandleShape node and goto the weighted node tab. Change the name in there to the name of your control curve ( type it in..that arrow to the right doesn't open up a list or anything )
6.) that should work..

I'm trying to write a script to automate this process, but i can't seem to find the MEL command that allows you to change the weighted node name. I found this :

string $wnode=`textFieldButtonGrp -q -tx weightedNodeWtNode`;if (catch(`cluster -e -bs 1 -wn $wnode $wnode cluster1HandleShape`)){textFieldButtonGrp -e -tx `cluster -q -wn cluster1HandleShape`;}

but this doesn't quite do it...

any ideas?

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10-26-2005, 08:40 PM
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