doffer
08-14-2008, 03:08 PM
Hi guys.
I'm trying to figure out, how to make a spine for a bipedal character, which will be a hybrid between Spline IK and FK.
My theory was this:
Make a Spine with any number of joints (I think it was six, but it's not that important)
Copy the spine, so I have two of the same.
Spine 1 would be SPLINE_spine
Spine 2 would be BOUND_spine
SPLINE_spine will be setup with a Spline IK solver, and clusters are created at the control points of the curve that the spline IK solver generates.
BOUND_spine will be setup as a regular FK spine system. It has control objects placed at every joint, and bones a orient constrainted to the control objects.
Now I would Point constraint the BOUND_spine joints to the SPLINE_spine joints, so they get their Spline IK abilities, but it should still remain the orientation constraints from the original setup.
Unfortunatly they can now no longer be rotated, it's like it's overruled.
It seems logic okay, because if it did rotate, they would no longer be placed at the same position as the SPLINE_spine, and they are forced to do so, by the point contraint.
Confused?
Okay, does anybody know how to make such a hybrid system? The reason is, that I don't like to animate with translation, so I would prefer to rotate my spine, to get the desired pose. But Spline IK systems just have a great amount of freedom, and it's so easy to get the exact pose I wan't.
The ANDY Rig has that functionality btw.
Anybody?
Cheers
Christoffer
I'm trying to figure out, how to make a spine for a bipedal character, which will be a hybrid between Spline IK and FK.
My theory was this:
Make a Spine with any number of joints (I think it was six, but it's not that important)
Copy the spine, so I have two of the same.
Spine 1 would be SPLINE_spine
Spine 2 would be BOUND_spine
SPLINE_spine will be setup with a Spline IK solver, and clusters are created at the control points of the curve that the spline IK solver generates.
BOUND_spine will be setup as a regular FK spine system. It has control objects placed at every joint, and bones a orient constrainted to the control objects.
Now I would Point constraint the BOUND_spine joints to the SPLINE_spine joints, so they get their Spline IK abilities, but it should still remain the orientation constraints from the original setup.
Unfortunatly they can now no longer be rotated, it's like it's overruled.
It seems logic okay, because if it did rotate, they would no longer be placed at the same position as the SPLINE_spine, and they are forced to do so, by the point contraint.
Confused?
Okay, does anybody know how to make such a hybrid system? The reason is, that I don't like to animate with translation, so I would prefer to rotate my spine, to get the desired pose. But Spline IK systems just have a great amount of freedom, and it's so easy to get the exact pose I wan't.
The ANDY Rig has that functionality btw.
Anybody?
Cheers
Christoffer
