Shyft
01-01-2009, 06:51 AM
i tried asking for help once before, but i didn't get much of a response. So i'll try again:
i'm trying to rig a character and to include distributed rotations in the thighs and biceps.
The way i want to do this is with utility nodes. But i've been having problems well before i even get to that stuff.
so... i'll try to list the basic steps or whatever i think i need.
I think i'd need the following things:
a single, base spine, starting from the root joint at the pelvis. This would have the IK spline and the clusters used to control that curve. Along with the extra simple spine to help bend.
Bound arms, and bound legs: These would be the places that have the extra joints in the thighs and biceps. I would use the color blend and multiply/divide nodes to drive the twist rotation. (though i don't know exaclty how to do that.)
Next, I create a basic rig for each limb: IK legs, IK arms and FK arms. The arms would have a 3-arm IK/FK blending thing going on. The IK or FK joint chains drive the bound chains, and the rotations of either the joints, or more likely some group node or the controllers themselves drive the distributed rotations.
for example:
the bound arm is composed of:
shoulder
bicep1
bicep2
bicep3
elbow1
elbow2
forearmTwist
wrist
palm
(then the fingers that make up the hand.)
The FK arm, on the other hand:
shoulder
elbow 1
elbow 2
forearmTwist
wrist
palm
(wouldn't have any hand/finger stuff.)
All the coresponding bound joints would be orient constrained to the FK arm's joints, with the exception obviously being the bicep joints that don't exist in the FK chain. The blend nodes would be used to take the rotation of... something (what joint would be best to drive the rotation?) Well, whatever joint is the source of the rotation...
It gets divided by the number of joints being funneled to, so in the above example, driver joint is splitting it's rotate X into 3 joints in the bound arm. I'd like help figuring out how to do that specifically.
technically, the IK/FK chairsare not directly connected to the bound hierarchy. Prior experimentation with parent constraints lead to promising results.
after that, everything is pretty straight forward, i don't know any fancy way to control the neck/head, except for directly connecting a controller to the rotate of the neck bones.
And another note: is there a way to prevent, or tell in advance, if an IK/FK arm setup is going to 'shift' when connected to an IK spline spine?
i'm trying to rig a character and to include distributed rotations in the thighs and biceps.
The way i want to do this is with utility nodes. But i've been having problems well before i even get to that stuff.
so... i'll try to list the basic steps or whatever i think i need.
I think i'd need the following things:
a single, base spine, starting from the root joint at the pelvis. This would have the IK spline and the clusters used to control that curve. Along with the extra simple spine to help bend.
Bound arms, and bound legs: These would be the places that have the extra joints in the thighs and biceps. I would use the color blend and multiply/divide nodes to drive the twist rotation. (though i don't know exaclty how to do that.)
Next, I create a basic rig for each limb: IK legs, IK arms and FK arms. The arms would have a 3-arm IK/FK blending thing going on. The IK or FK joint chains drive the bound chains, and the rotations of either the joints, or more likely some group node or the controllers themselves drive the distributed rotations.
for example:
the bound arm is composed of:
shoulder
bicep1
bicep2
bicep3
elbow1
elbow2
forearmTwist
wrist
palm
(then the fingers that make up the hand.)
The FK arm, on the other hand:
shoulder
elbow 1
elbow 2
forearmTwist
wrist
palm
(wouldn't have any hand/finger stuff.)
All the coresponding bound joints would be orient constrained to the FK arm's joints, with the exception obviously being the bicep joints that don't exist in the FK chain. The blend nodes would be used to take the rotation of... something (what joint would be best to drive the rotation?) Well, whatever joint is the source of the rotation...
It gets divided by the number of joints being funneled to, so in the above example, driver joint is splitting it's rotate X into 3 joints in the bound arm. I'd like help figuring out how to do that specifically.
technically, the IK/FK chairsare not directly connected to the bound hierarchy. Prior experimentation with parent constraints lead to promising results.
after that, everything is pretty straight forward, i don't know any fancy way to control the neck/head, except for directly connecting a controller to the rotate of the neck bones.
And another note: is there a way to prevent, or tell in advance, if an IK/FK arm setup is going to 'shift' when connected to an IK spline spine?
