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goatrape
12-13-2002, 02:52 AM
I need some advice on parenting a straw with a regular beverage cup (like you would find at MCds or BKing). I am trying to work on a personal animation with inanimate objecs and bringing them to life. I decided to use beverage cups and have them interact with the environment or whatever. I already have them modeled in Nurbs and i am working on the rig. I kept the straw seperate geometry from the cup but parented to it. So when i move the cup the straw stays in position simply said. But once i rig just the straw with an IkSpline solver and an locator than make that a child of the straw when i move the cup the straw no longer stays in the same position. All the jnts, ik and the locator move with the cup its just the straw moves outside the cup. I would like to use jnts and ik on the straw because thats where most of the expression would be at. Then i wanted to do the same with the cup using jnts and iks, etc. I guess i could just use FK and forget the ik on everythin, but i would rather not. I also thought of rigging just the cup with jnts(etc) and animating the straw with flexors (or vice versa) but i think that might prove to be more difficult then expected. Anyway if anyone could offer some assitance or some technical advise i would be very thankful:)

Oh yeah i am using maya too..sorry

b.Schulz
12-13-2002, 05:05 AM
I don't think I totally understand what's going on here..but maybe you could rig the strawfirst....then parent that to the cup afterwards, or group that setupstraw(parenting it to itself basically creating another node)...then parent that node to the cup?...rather than parent it directly to the cup...then rig it up. Something is messing it up in the heirarchy er something...I dunno...try that maybe?

goatrape
12-13-2002, 05:54 AM
I understand what you are saying. I tried both ways of doing it. I deleted all the jnts and crap for the straw and parented the straw to the cup and then tried rigging it first but it did the same thing. I also rigged it first and blah blah. Im gonaa try to do it with no IK and stick to FK. I think I might just have to do that instead using some deformers adn other things. Sorry about the confusion I tried to keep it as understandable as possible.

_ubiquitous_
12-14-2002, 03:28 AM
Try constraining it to the lid of the cup, if there is one.

martu
12-16-2002, 02:07 AM
Well, I´m from Germany and I don´t know what a straw is ...
but I´ll try to give some hints:

Your problem stucks in hirarchy issues. If you come to transform difficulties allways try to group certain nodes and transform only these nodes. F.e.: if some duplicated splines from surface have to move with the original object, group the original patches of the object (not the splines) and animate this group. With constructin history on, the splines will follow! If they are all in one group, you will doubble the tranform for the splines.

If history dependent groups or objects have to be parts of a hirarchy, you can switch off "inherit transform" in the attribute editor (most of the nodes have this checkbox) - even groups.

Whenever possible delete histoy and freeze transformations (when history must not drive the resuling geometry).

A complex rig or setup is allways a analytic task - use the outliner!

Good luck!

martu
12-16-2002, 02:32 AM
PS.:
I´m here again.
I just wondered about your IK and FK ... possibly you have a joint driven hand, taking a tablett with cups on it ...?!
If so, freeze transformations for the tablett and the cup, parent both to the joint that balaces the tablett ... now the animation of both is relative to the joint (objectparts of both grouped individually).
If you want to deform the cup f.e. by a skeleton, you have to remove the cup from the hierarchy but parent the cups joints to the balancing hand joint or the tablett (separate grouping could be helpful)...
Can you post a wireframe?

goatrape
12-16-2002, 08:12 PM
martu:


Thanks man, i will try to do what you said. I havent done it yet because i have friends over, but it definetly sounds good!

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