PDA

View Full Version : Rigging Spine Question (Maya)


smu82
08-25-2008, 10:46 PM
I currently rigging a spine for a sort of hunchbacked character. So in the side view the spine isn't straight, but curved. I created a spline ik handle, and when I try to add twist attributes to it, the orientation flips out. When I try adding the twist to a straight spine it works fine. Anyone have a hunched character or know how to overcome this?

edwardG
08-26-2008, 01:57 PM
Have you checked to make sure that all your spine joints are pointing in the same direction? In order to do this, select all the spine joints (usually done by selecting the first spine joint and then typing in "select -hi" into the command line, then by going into component mode and selecting the "?" mask).

You may have to flip some of the joints around so that they are facing the same way as the other joints. Select the ones that are flipped around and type in "rotate -r -os 180 0 0" into the command prompt to fix them. The 180 is assuming that your joints have X facing down the bone. If Y is pointing down, it would be 0 180 0, and Z would be 0 0 180.

Dichotomy
08-26-2008, 02:49 PM
EdwardG is right, but thats also assuming you didn't move (translate) your joints after you created them. If you did, they could be oriented to where none of the axis are pointed down the joint. To fix that you need to use the `joint -e -ch (assuming children need to be oriented too) -oj xyz`. the xyz can be changed to your personal preference based on which axis you want running down the joint. You could use xyz, zxy, yzx, etc etc. Whichever you choose will then alter which position you put the 180 in, in the script edwardG showed you.

Coyote12
08-26-2008, 09:20 PM
Sounds like you need to go into the advanced twist controls and set your pelvis and torso controls to be used to calculate a new scene up vector then using the world scene up. One of my characters is essentially a hunchback type and I had a simular problem. You twist the torso one way and the middle spine twists the opposite way and you get a knot in the stomach area where they twist.

But this is after you check your orientaions like Edward is suggesting.

Boucha
08-27-2008, 01:56 AM
Also, make sure to turn off auto simplify curve checkBox from the spline Ik handle option...

smu82
09-08-2008, 06:23 PM
Thank you for your input, the spine is working great, and has a cartoony stretch too!

CGTalk Moderation
09-08-2008, 06:23 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.