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griffinryan
12-30-2006, 04:34 AM
This set-up uses 3 spines. The spine is bound to the first spine which is stretchy and controlled via an IK spline. This is just a basic IK spine using clusters. I intend to put some limits on how far it can stretch and will also do a nice blendshape to give the mesh a nice look when it is stretched. This second spine serves to controll the back through FK. 3 FK controllers are hooked up to this 4 joint chain. The 3rd spine controlls the spines twist. I like this set-up because it gives the animator plenty of options. You have the direct controll of FK for easy posing, but lets say a tomatoe is flying at the character and you want to have the upper body shift slightly to the left. With Ik this is an easy task. http://www.griffinanimation.com/Storage/13.jpg
http://www.griffinanimation.com/storage/13.tiff

stewartjones
01-03-2007, 01:49 AM
Hey, this is looking pretty interesting. I noticed that there are 2 joints pointing out of the top of the head. Have you continued the spine upover as well as adding in a new chain for the neck and head? Or is it some cool hocus pocus that I should know about? :)


Cheers

-Stu

griffinryan
01-04-2007, 02:27 AM
The Second Joint comming out of the head is for the spine that controlls my twist attribute. Basically it is there so the joint below it has something to orient to.

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