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GoGoMango
11-16-2006, 07:53 AM
I am currently rigging a tounge, not in the common sense, its going to be almost the main attraction of my animation. Its about eating, so dont think dirty.

My questiong being, which way do you think would be the best way to rig it? I currently rigged it with a chain of joints but it seems like its going to be very tedious to animate. I was thinking of sort of a tail rig but I wanted to see what anyone else had to say. All feed back is apperciated, thanks!

dude5487
11-16-2006, 11:45 AM
What program are you using?

Illusion-shadow
11-16-2006, 02:46 PM
I am rigging a tounge for a monster character right now. My approach is create a FK chain stretchy bone, that because you want to have the bone to be able to extend out of the mouth. And I orientation the helper which drive the stretchy bone to a slider or CNT object to drive the twist and roll. I will also create a slider to control the position of the tounge helper.

tredeger
11-17-2006, 05:43 AM
I'd treat it like a tentacle.

rickmann
11-19-2006, 07:32 AM
if your using maya, what about a spline ik?

eek
11-20-2006, 07:34 AM
Spline IK with about 3 controls - back, middle, tip

or

IK driven FK, chain of joints with ik chains between each - but parented in a fk hierachal manner child to tip. Allows for things like pinning etc

or

Morph targets: up, down, side to side, out, 'f', bite

or

Fk

marktsang
11-20-2006, 01:36 PM
i do them with stretchy bones controlled with 3-4 controls and with twist built in also

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