View Full Version : locking movement of bones down
Hellbring 06-05-2003, 07:01 PM I am working on a dig for a dog and I am trying to add a tail wiggle. Thought I would control this with a Null. I have it pretty much how I want it (though how I did it could be more complicated then it should) but I am haveing issues stoping the front legs from moveing. I am trying to get it so that when u wag the tail the ass area wiggles with it and it falls off as your go towards the front of the body so that the legs/neck would not move with the wiggle at all.
I am attaching the lws with the rig if anyone coudl help me here it would be great.
| |
webfox
06-05-2003, 09:31 PM
You're getting this problem because your chest should be the root of your rig, not the pelvis.
The hips of a quadruped are much more suited to following the chest than the hips are for pushing the body around like a bulldozer. Think of it like a tractor trailer. You would make the cab of the truck the root, not the trailer.
If you redesign the skeleton so that the chest is not the child of that region with all the Follower plugins applied, you won't have the problem of the rest of the skeleton being yanked around.
Hellbring
06-05-2003, 11:15 PM
thanx for the advice...before I got back to check if anyone replied I did exactly that and it works great.
webfox
06-06-2003, 12:15 AM
Rigging a quadruped is a common question in the rigging forum. I asked and got this advice, or list of things to bear in mind.
[QUOTE]While I do not have a link to a tutorial...I can offer one good piece of advice...
...make sure to place the character's/quadriped's root in the center of his chest...NOT in the hip are like a bipedal creature...
the root in the chest makes animation alot easier than if it were in the pelvis...
for quadripeds and any other creature for that matter, refer to real life skeletons...no one knows the machine better than mother nature...
...riggin comes down to common sense. decide what functionality you need, what your shots call for and leave room to go beyond your shot dependencies [never know when you are gonna change your mind]
...draw your rig on paper first...figure out the flaws before you start...you will save time in the end...
The most IMPORTANT thing to have with a quadraped rig is to keep the chest and pelvis seperate. Its basically like two people joined together by a bendable bridge. Only that the person in front is half a step ahead of the person behind. Also my pivots for the chest are slightly lower to give curve in the spine, during compression.
Basically:
head - seperate
Chest- seperate
Pelvis-seperate
also:
control to move rotate pelvis, chest, head in one at pelvis pivot
control to move rotate chest, head in one at chest pivot
neck and spine automated
tail FK
Control for leg twist independent of foot
Foot rotates 180 degrees independent of leg
also when i rig legs i put them in there compressed state, then apply HI ik handle. It give them maximum extention/compression.Also build the bones side to the body, not on any plane/offset grids or your'll get flipping.
Ill post an anim later of some rigs in action![QUOTE]
Hope this helps.
CGTalk Moderation
01-15-2006, 09:00 AM
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.
vBulletin v3.0.5, Copyright ©2000-2009, Jelsoft Enterprises Ltd.