kmp3d
03-05-2003, 04:20 PM
I've got a rig that I'm working on and I ran into a problem I can't seem to figure out. My rig is completely controlled using control objects (locaters, splines) that are grouped into a control hiearchy, much like the rig in the Maya: Secrets of the Pros book.
At first I used regular IK handle for the spine with no problems, my rig worked great. But I saw that some people used spline IK for the spine and could get better spine control with it. So I tried the spline IK and it worked great. I did the normal of making the CV's clusters and so forth. So my spine would move with rest of my character I put the clusters under my control group, so far so good. I could translate my rig in all directions with no problems using the transform control node that I created, but when I try to rotate my rig on the transform node theres an issue with the rotation. The root joint (pelvis) doesn't seem to rotate with the rest of the rig. The arms, legs, spine and everything else seems to rotate correctly but the hips don't rotate correctly. I had this exact same problem with my rig when I used regular IK for the spine but I overcame this problem by using a pole constraint on the IK on the spine, and sticking that control locater under my control hiearchy. But I don't know how to fix this using the spline IK. Any ideas? Will this not work? Do I have to rig my spine differently? Help............:shrug:
At first I used regular IK handle for the spine with no problems, my rig worked great. But I saw that some people used spline IK for the spine and could get better spine control with it. So I tried the spline IK and it worked great. I did the normal of making the CV's clusters and so forth. So my spine would move with rest of my character I put the clusters under my control group, so far so good. I could translate my rig in all directions with no problems using the transform control node that I created, but when I try to rotate my rig on the transform node theres an issue with the rotation. The root joint (pelvis) doesn't seem to rotate with the rest of the rig. The arms, legs, spine and everything else seems to rotate correctly but the hips don't rotate correctly. I had this exact same problem with my rig when I used regular IK for the spine but I overcame this problem by using a pole constraint on the IK on the spine, and sticking that control locater under my control hiearchy. But I don't know how to fix this using the spline IK. Any ideas? Will this not work? Do I have to rig my spine differently? Help............:shrug:
