timkallok
11-19-2005, 11:22 AM
I am having some problems with my facial rig, mainly the mouth. This is how I set it up:
- 4 Chains of bones, consisting of 4 bones each, starting from the corners of the mouth and ending at the upper and lower lip making it so there are 2 chains that make up the upper and lower lip. There is also 1 bone placed above the upper lip and below the lower lip, which the 2 chains are parented to. The bone above the upper lip is parented to the head joint and the bone for the lower lip is parented to the jaw.
- 4 Linear CV curves with the CVs snapped to the joints and controled by clusters. 16 clusters in all.
- 8 controllers, one for each of the corners, one in the middle of the upper and lower lips and the others between those and the corners.
Each of the clusters are parent constrained to one or more of the controllers and the controllers are in turn parent constrained to both the top and lower lip bones. I set it up this way so that when the jaw is opened the mouth with automatically stretch correctly.
This is where I am having the problem. I am having trouble constraining the joints correctly to the clusters. I want the joints to rotate correctly and point towards the child joint and cluster. This is what I tried already:
First I oriented the joints so that the y axis points down the joint and the z axis is the up. Then I point constrained the joints to the clusters directly above the joints.
I created 2 locators for each of the corners and oriented them to the corner joints. then I moved them up in the z axis. Then I aim constrained the joints so that they would aim to the cluster above its child joint. I made it so that it would only constrain the x&z axis and made the locator the world up object.
Now when I rotate the jaw or even move one of the controllers, the joints rotate erradically and rotate exponentially down the chain. They achieve the correct position, but are not correctly aiming toward the child joint and if I bind the skin, it will badly twist the geometry.
I would really appreciate if anyone could help me solve this problem. I am kind of new to advanced rigging techniques, so bear with me. If you need to see the scene file, I can email it to you. Thanks a bunch!
- Tim
- 4 Chains of bones, consisting of 4 bones each, starting from the corners of the mouth and ending at the upper and lower lip making it so there are 2 chains that make up the upper and lower lip. There is also 1 bone placed above the upper lip and below the lower lip, which the 2 chains are parented to. The bone above the upper lip is parented to the head joint and the bone for the lower lip is parented to the jaw.
- 4 Linear CV curves with the CVs snapped to the joints and controled by clusters. 16 clusters in all.
- 8 controllers, one for each of the corners, one in the middle of the upper and lower lips and the others between those and the corners.
Each of the clusters are parent constrained to one or more of the controllers and the controllers are in turn parent constrained to both the top and lower lip bones. I set it up this way so that when the jaw is opened the mouth with automatically stretch correctly.
This is where I am having the problem. I am having trouble constraining the joints correctly to the clusters. I want the joints to rotate correctly and point towards the child joint and cluster. This is what I tried already:
First I oriented the joints so that the y axis points down the joint and the z axis is the up. Then I point constrained the joints to the clusters directly above the joints.
I created 2 locators for each of the corners and oriented them to the corner joints. then I moved them up in the z axis. Then I aim constrained the joints so that they would aim to the cluster above its child joint. I made it so that it would only constrain the x&z axis and made the locator the world up object.
Now when I rotate the jaw or even move one of the controllers, the joints rotate erradically and rotate exponentially down the chain. They achieve the correct position, but are not correctly aiming toward the child joint and if I bind the skin, it will badly twist the geometry.
I would really appreciate if anyone could help me solve this problem. I am kind of new to advanced rigging techniques, so bear with me. If you need to see the scene file, I can email it to you. Thanks a bunch!
- Tim
