View Full Version : Stretchable limbs
nottoshabi 06-02-2009, 08:39 PM I have been searching high and low for a way of doing stretchable limbs with out getting cycle warnings that also work with fk. I have had no luck. I have tried this (http://www.peachpit.com/articles/article.aspx?p=102262&seqNum=6) but as soon as I hook up the last MD. I get a cycle warning. The set up is pretty straight forward and easy to hook up. The cycle warning is a no no. I have also tried Maya Techniques Super Toon set up which is kind of the same. But again I still get cycle warnings. Does any one have a better way of doing stretchable limbs with out getting cycle warnings?
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theflash
06-03-2009, 12:43 AM
Could you tell us your logic or the steps you are doing?
I believe you have used distance node, in that case where are the locators parent? That's one area where problem could be.
Mark-J
06-03-2009, 08:36 AM
If the your using the ikHandle itself, or a locator constrained to that handle in the distanceNode then you'll get a cycle. Easiest thing to do is just parent the end locator/distance ref to the controller itself.
TheRazorsEdge
06-03-2009, 08:54 AM
Check out Jason Schleifer's "Animator Friendly Rigging" Series (AD Learning Maya). I think you might find what you are looking for in the part that covers arms.
Cheers!
nottoshabi
06-03-2009, 11:33 PM
Thanks Mark that's exactly what I was doing. I will have to adjust the code.
Razor I will look into it.
cssmaya
06-07-2009, 04:23 PM
hello
when you are using locators keep in mind that u must parent constraint the top one to a bone one level upper than the one belongs to ik. for example if you have shoulder-->arm-->elbow-->wrist and the ik goes from arm to wrist you must parent the first locator to the shoulder not the arm itself , if you do this and as mark-j told constraint the second one to the control curve, you won't get cycle
nottoshabi
06-10-2009, 11:33 PM
Yes Css Maya you are right. Apparently the locators can not be connected to the same chain it deforms. So what I did is connect the locators to the bind joint chain and deform the animation chain. Before I was trying to keep the animation chain and everything that deforms it all under one group. But that keeped kiving me cycles and it did not evaluate properlly.
Now I can't figure out how to turn the strechy on and off. Do I connect the on and off switch to the multyply and divide or the condidtion node?
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