rhythmone
02-14-2003, 07:45 PM
I am creating a spine. I would like to be able to create a single vertebrae and then instance that vertebrae to make up the spine, that way if I change the shape of the master vertebrae, all the others will change as well... but each objects scale could be different.... and all are existing in the posed joint chain (by default if they are binded, does that mean that they can't be tweaked on the cv level??)
I have a master vertebrae and several instances of it spread up into the Y axis, and a joint chain.
Since the vertebrae is a bone structure (not needing to bend) I have tried the following:
1 - rigid binding, but all instances only rotate, as if orient contrained to the master
2 - simply parenting to the relevant joint, but they change trans and orient the moment they are parented (should I freeze transformations??)
3 - parenting to a locator that is parented to the joint, but that repositions it as well.
Is there a way to change things in the hypergraph (of which I am not too familiar but willing to learn) to make this setup efficient?
I am relatively new to rigging... any insight would be great.
I have a master vertebrae and several instances of it spread up into the Y axis, and a joint chain.
Since the vertebrae is a bone structure (not needing to bend) I have tried the following:
1 - rigid binding, but all instances only rotate, as if orient contrained to the master
2 - simply parenting to the relevant joint, but they change trans and orient the moment they are parented (should I freeze transformations??)
3 - parenting to a locator that is parented to the joint, but that repositions it as well.
Is there a way to change things in the hypergraph (of which I am not too familiar but willing to learn) to make this setup efficient?
I am relatively new to rigging... any insight would be great.
