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View Full Version : Tentacle spline setup - maya


andreasng
07-19-2006, 06:00 PM
Hey there

I have major problems setting up the eye-on-tentacles spline for the following character:

http://www.sota.dk/alin/001.jpg

I could easily rig the tentacles by putting in a regular ik bone setup, but that doesn't do the job for me.

I would like it to be something similiar to an ik spline, where i have to (ie) control verts for the spline, and one major control-thingy at the top for the eyes. When I move the eye(s) around, the control verts should compensate for this movement like this:

http://www.sota.dk/alin/002.jpg

At this picture I only want to move the eye (blue large control circel). When I move it down the two control verts changes position so the tentacle keeps a nice curvy shape. When the eye is moved away from the body, the control verts again compensate.

I can't control the end of an IK-spline (kind of stupid isn't it?)
If i change the position of a control vert, the end of the spline shoots out of the curve and continues in the direction the last control vert is pointing.

The point is to STILL be able to move the control verts to animate overlapping and such.

How can this be done??? I'm not good at explaining complicated matter as this. I hope a have made myself clear.

This setup is crucial to this character! Have anyone got some kind of solution.

SajNT
07-28-2006, 07:44 AM
sure you can. cluster the spline verts, then constraint the clusters to your main controls. That will do the trick

DarcAngelo
07-28-2006, 03:50 PM
Saint is right, for each CV in the curve create a cluster (Deform > Cluster). Make sure that you have the cluster options set to Relative when you create them. However, instead of constraining them to your control objects you need to set the 'weighted node' in the clusters shape node. This tells each cluster what they are constrained to. Your control objects will need to have their transformations frozen before you set the cluster weighted node.

Does that help?

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07-28-2006, 03:50 PM
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