View Full Version : help w skeleton rig deforming organs + skin?
Theodocious 05-05-2009, 08:32 PM hi, I have a human skeleton fully rigged up, and now I want it to be able to control multiple outputs with the rig, as I have to pose it for a single render with the ability to see all the internals. I have a layer of internal organs, vascular system and skin (no muscles), and I want to bind them all to the single skeleton rig. is this possible without creating multiple rigs for each layer and object? I'm also interested in how to go about doing ragdoll physics with a rigged character. Thanks!
I have maya 2009
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BPorter
05-08-2009, 12:48 AM
You can bind multiple pieces of geometry to the same joint hierarchy. For the ragdoll, you can use a dynamic hair curve as the input for a spline IK. Basically, draw a curve on the joints, Hair>Make Selected Curves Dynamic, choose Spline Ik options and turn off auto parent curve and auto create curve, then choose base joint, end joint, then dynamic curve. I'm not a hair guru, but I'd imagine if there weren't controls for limiting which direction it deforms in, you can just use constraints to limit where the hair goes(for example, the arms don't sway around all crazy and pass through the body or head.. you can prevent that with collision constraints)...
If you have any other questions, let me know.
KielFiggins
05-08-2009, 03:38 AM
You could lattice the organs and bind the lattice to the joints. Would keep the individual skin clusters down and should be easier to skin / weight the fewer lattice points. Also, if all the organs are under the same lattice, they shouldnt intersect when the body is moved.
Good luck on the rag doll.
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