View Full Version : divine spine vs. ribbon spine
blackseraphim 10-06-2008, 08:38 AM hi guys!
i was just wondering, how many of you use ribbon and divine spine?
and i was also thinking which is better to use?
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mlefevre
10-06-2008, 12:11 PM
hi guys!
i was just wondering, how many of you use ribbon and divine spine?
and i was also thinking which is better to use?
Can you provide some info on the divine spine setup?
I've never heard or seen anything of it!
blackseraphim
10-06-2008, 02:43 PM
divine spine setup (maya) was originally from Eric Miller,
which composes of a lo-res skeleton and hi-res skeleton(for binding)
i found this setup in a book (learning maya 5)
MolemanSD7
10-06-2008, 04:57 PM
I haven't ever heard of a divine spine either, but the setup seems pretty simple. From what I remember of a ribbon spine, is that the controls behave more or less in an IK fashion. Meaning, you grab and manipulate a control, rather than use joint or object rotations.
Personally, I like to use a combination of the two. If you create a complex spine with many joints for skinning, but control those with a simple stretchy or ribbon spine, and a few controls, you can then control those additionally, by a separate fk-style chain to make for easy arcs. So, going from the top down...fk controls move IK/Stretchy/ribbon spine controls, which manipulate a spine joint hierarchy. Gives you the best of both worlds.
I currently have a pseudo divine spine, from a 3 bone setup using basically midpoint interpolation to control higher detailed bones.
Its the only method i know which allow 90 degrees in pitch, whilst allowing up 180 degrees in roll - something i consider the minimum in spine deformation.
I did use a duriac method to allow twist of -360 to +360 but it doesnt support a high degree of pitch - so more suited for tentacles etc.
IkerCLoN
10-06-2008, 06:08 PM
http://www.peachpit.com/articles/article.aspx?p=102262&seqNum=4
For those, like me, who read 'divine spine' and think about funny and glowing things :)
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