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View Full Version : Broken Rig (quadruped - hierarchy problem?)


zenkatydid
02-13-2008, 09:23 PM
I have been working on this damn character for so long, I just want him to work!

At the moment, everything works pretty much how I want it to (though suggestions for making the neck/back controls work better are welcome) BUT if I rotate the main transform node, and then try to move the spine controls, he goes wonky. I have uploaded the rig scene file, if anyone needs to have a look - http://rapidshare.com/files/91445937/dino53.ma.html.

Please, please help me fix it! I don't want to have to 'fake' his rotation by moving the scenery ;)

Thanks,
Katy

meljunky
02-14-2008, 03:41 AM
The orientation on the joint dinoRoot is incorrect. Change the orientation so X is pointing towards the spine joint. You can do this by selecting the dinoRoot, go into component mode and selecting the question mark (Select Misc Components). Select the XYZ handle and execute the following MEL command:

rotate -r -os 0 180 17.5 ;

Select the backIkHandle and open up the attribute editor. Open the "Advance Twist Controls" under "IK Solver Attributes" and change the following:

Enable Twist Control (Check on)
World Up Type: Object Rotation Up
World Up Object: dinoControls

You want to look more into the advance twist controls, it is very powerful.

When rigging becomes stressful take a step back from the computer and relax.

Hope that helps you out,
-Brian
www.meljunky.com (http://www.meljunky.com)

joel3d
02-14-2008, 05:38 PM
Hello Katy. sent you a PM

cute little character.

zenkatydid
02-15-2008, 09:35 AM
thank you both so much! i have implemented BOTH of your suggestions and he works wonderfully now. woo!

and i am glad you think he's cute! i am pretty happy with him, though there are many parts i would do differently (better! ha!) if i were to start now. it's all part of the learning process :)

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02-15-2008, 09:35 AM
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