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RavenEye
09-03-2008, 09:24 PM
Is it possible to have an fk to autoCLav switch? I ask, because I've tried three different types of auto clav controls. And everytime I add the rotations to the input2 color, input1 color is the fk, of the blend node. I get a cycle check warning. Which basically tells me it is going to flip out. So, is there anyway I can have both or do I have to stick with one?

NolanSW
09-04-2008, 03:15 PM
Heya Nathan,
Ok, really? Auto-clavicle? Keep it fk. If an animator doesn't know when a clavicle kicks in when the arm raises and lowers then they need to take a course in anatomy. Keep it simple.

New Job I see. Good for you.

-Sean

RavenEye
09-04-2008, 05:25 PM
Thanks Sean,

Just going to stick with fk.

If you have some time can you give me some feedback on the rigging challenge.

mberglund
09-04-2008, 06:10 PM
Check out Aaron Holly's DVD's, he shows how to have an autoClav system. Auto clavs are cool, but as sean said simple fk is easier, also most animators prefer an fk Clav anyway. AutoClavs make it hard to snap fk/ik system together...

RavenEye
09-04-2008, 06:44 PM
The problem isn't with the auto ik. The problem is when I try to blend between the two type of controls. Personally, I like just fk. Just wanted a rig that had both, so if the animator feels like being lazy then they can.

bentllama
09-04-2008, 06:56 PM
if an animator ever feels like being lazy, they need to find a new vocation.

hand them a McDonald's application next time they ask for that type of automated garbage.
at the McDonald's front line, they can have all the automation they desire.

autoClav is just a bad idea man. energy and time spent on that feature is better spent elsewhere in the rig IMO.

isoparmB
09-05-2008, 03:08 AM
If you were going to rig an auto clav, treat it as part of te ik hierarchy system. Meaning if you switch between ik and fk, have an fk clav and have your auto clav as part of the ik side of the rig. And even if you have it part of the rig, make sure you have an smooth on and off transition switch.

If you're getting a cycle check, it's probably because you have part of the lower chain of your arm system control the clav. I usually have a two-clav system, one clav has the shoulder parented to it and is connected to the other clav joint hierarchy. This other one is just a guide, which has an sc IK point constrained to an arm controller. The arm controller is of course constrained to the spine and is in no way controlled by the arm, so this avoids cycles.

Here's a sample file to illustrate the idea, inspired by the victor vinyals demoreel rig:

http://rapidshare.com/files/142722437/armSetup.ma.html

Clavs are relatively easy to setup once you get the hang of them. Anything that speed up animation and ups the performance is ok in my book.

lucille
09-05-2008, 10:50 PM
a couple of observations (10+ years production)

-animators often do not animate clavicles correctly :cry:

-animators do not like auto clavicle rigs :bowdown:

-auto clav set ups are always alittle clunky

i have tried to resolve this by having auto set up into a proxy clav jointchain or
curve with toggle visability. I then ask the anim super to have animators check
their keys against the proxy clav--and if they don't line up its very easy to
demonstrate

one way or another--you will not get an acceptable shoulder defornation without
a good clavicle shoulder relationship--

Robert Diaz
09-14-2008, 05:58 AM
if an animator ever feels like being lazy, they need to find a new vocation.

hand them a McDonald's application next time they ask for that type of automated garbage.
at the McDonald's front line, they can have all the automation they desire.

autoClav is just a bad idea man. energy and time spent on that feature is better spent elsewhere in the rig IMO.


This.

I couldn't have said it better myself.

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