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John Keates
04-15-2008, 10:13 AM
Hi there,

I am using a spine deformer to control some geometry that is also controlled by a bone and I want the spine to move with the bone. The only way that I have found to do this without getting a double transform is to parent both the spine curve and the geometry to the bone. What if I want to have another spine on another bone? I can't have the geometry as a child of two bones...

What is the best way to avoid such double-transforms?

Stoehr
04-16-2008, 07:56 AM
I can't have the geometry as a child of two bones...

What is the best way to avoid such double-transforms?


Geometry is never the child of bones... you're using an envelope, right? Or are you simply assigning static meshed to bones?

The spine curve and it's children can "float" anywhere in the explorer. It's the hip and chest object that need to be parented to the bone chain.


I think this is what you want. Here's a scene. (http://formandspace.com/spinewithbones.zip)

I've simply parented the chest object to the effector, and parented the hip object to the root of the bone chain. The bone chain is in charge and the spine can be deformed relative to the bones rotation.

John Keates
04-16-2008, 09:43 AM
Hi Stoehr, thanks for the response and the project!

My situation is a little different. My object is envoloped directly to some bones and I want the spine to be a child of one of them (I am not using it as a spine allong the length of the back, I am using it as a circle shaped controller around the belly). I want the spine control to act on-top of the movement from the bones.

I don't usually have my geometry parented to bones but in this case, it was the only work-around I could find.

pooby
04-16-2008, 02:57 PM
I know what you mean..

My solution would be to use a lattice instead of a spine deformer. At least you can move them about without affecting the mesh, it's just the vertex movement that does the deforming.

The other thing would be to keep the spine deformer curveat the origin so it doesnt follow the rig, but keep proxy controls for the curve that follows along with the rig, and perhaps have a fake curve that represents the real one back at base.

Obviously you could remove the spine-controlled vertices from the bone envelope, but then you dont get the benefit of both.

John Keates
04-17-2008, 10:42 AM
OK, looks like I am using the wrong deformer then... although I will probably get away with it in this case.


Thanks everyone for the help, it has been very useful. The answers seem to come much faster here than on the XSI forum.

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