View Full Version : pinning a hand
anthonymcgrath 12-11-2006, 10:26 AM found lots of threads on fk/ik arms but I'm after making an extra control that will pin an ik control handle (basically a circle that the ik handle is parented under) that I can 'stick' the hand_ctrl to and unstick with a blend facility but cant seem to figure it out. I was thinking a constraint parent that I can turn off and on but not sure really. anyone have any ideas?
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theazz
12-11-2006, 01:53 PM
im confused are trying to get the hand to stick to something and blend between or the hand follow the chest/body/hips as if fk n then blend between.
anthonymcgrath
12-11-2006, 02:16 PM
with an IK handle I can check a 'sticky' button and the ik handle stays pinned whilst I'm animating other parts. I want that control on a control curve I'm using (ik handle parented under this) but with a blend function to on or off as opposed to the on/off nature of the sticky control - however now I think about it I'm not sure its achievable really but I could be wrong :/
theazz
12-11-2006, 02:25 PM
yeh sure its achievable, what is you hand IK control curve parented under? are u after the ability to for instance move the hips and the hand stays where it is yes?
anthonymcgrath
12-11-2006, 02:32 PM
yep thats the trick but I'm not sure how to go about it. The ik handle on my arm is parented under my arm_ctrl_curve but I'm using an FKIK arm setup so I'm lost on how to tackle it as rather than the sticky arm being on or off I'd like a facility to blend it from the constrained point back to the last keyframe point.
hope that makes sense?
theazz
12-11-2006, 02:38 PM
and what is arm_ctrl_curve parented to?
anthonymcgrath
12-11-2006, 02:45 PM
Its parented to the body_ctrl_curve.
basically rotating or translating this will shift all the arm controls (hand, arm and pole vectors.. spinal controls, hip control and head n neck control curves).
theazz
12-11-2006, 02:59 PM
would you like to send me your file to theazz@hotmail.com? if not thats cool. I'm assuming since you excluded the feet that 'body_ctrl_curve' is basucally for your hips but everything above that is parented to it, creating a FK style control from the waist up. If you would like a more independent control system like in my rig, here. (http://www.youtube.com/watch?v=GL_5OSjJYc0) then unparent your arm_ctl_curve , group it, snap the groups pivot to the pivot of the curve (or just centre pivot). parent constrain the group to the body_ctrl_curve and then u can animate the weight on that parent constraint using a custom attribute whereever which means you can blend from your arm follwing ur body_ctrl_curve and ur arms following nothing. feel free to e-mail me if you like. If you wanna take it further you can do what i do and parent constrain it to multiple parts of the body so you have more control, just dont double up constraints lol. Broken hiearchies are the best!
hope this helped.
anthonymcgrath
12-11-2006, 04:12 PM
cool thanks Azz - the multiple parent constraint to the body control curve and the broken hierarchy makes good sense - wouldn't have thought of that one but it seems the best way to tackle that kind of control and really flexible too - I'll try that out when I get home :D
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