royg
09-12-2009, 02:25 AM
I'm trying to make a dynamic setup where it is still possible to pose over the top of the dynamics. This would be great for ears and things where they are quite expressive and need to be posed in a particular way, but the dynamics take care of the overlaps etc. I though I had it working, but have run into a few issues... Here's where I'm up to:
Create joint chain.
Add IK spline solver to chain (auto create curve).
Duplicate the curve.
Make this duplicated curve a dynamic hair.
Add the dynamic hair curve as a blendshape to the original IK spline curve.
So far so good.
Add some arbitrary joints (about four & not parented to each other) down the chain and skin the IK spline curve to these joints (these behave much like clusters).
Still so far so good.
Now parent it all up so that the dynamic curve receives movement from the rest of the rig. In the bind pose, it appears to work - I can pose the IK spline with the four control joints and also receive dynamics underneath the pose. The problem occurs when I actually animate the rig in any fashion. I now get double transforms on the joint chain, because the joints are receiving transform info from both the blendshape (the dynamic curve) and from the control joints (for posing). If I swap the deformation order between the blendshape and the skinning, I don't get double transforms, but the posing controls don't affect the IK spline curve at all - it's just the dynamics.
I hope that all made sense. Does anyone know of a workaround, a solution, or an albeit different way that you get a posable dynamics system for stuff like this? I'm going to go and try clusters on the original IK spline curve instead of skinning the curve to control joints and see if that makes any difference...
Create joint chain.
Add IK spline solver to chain (auto create curve).
Duplicate the curve.
Make this duplicated curve a dynamic hair.
Add the dynamic hair curve as a blendshape to the original IK spline curve.
So far so good.
Add some arbitrary joints (about four & not parented to each other) down the chain and skin the IK spline curve to these joints (these behave much like clusters).
Still so far so good.
Now parent it all up so that the dynamic curve receives movement from the rest of the rig. In the bind pose, it appears to work - I can pose the IK spline with the four control joints and also receive dynamics underneath the pose. The problem occurs when I actually animate the rig in any fashion. I now get double transforms on the joint chain, because the joints are receiving transform info from both the blendshape (the dynamic curve) and from the control joints (for posing). If I swap the deformation order between the blendshape and the skinning, I don't get double transforms, but the posing controls don't affect the IK spline curve at all - it's just the dynamics.
I hope that all made sense. Does anyone know of a workaround, a solution, or an albeit different way that you get a posable dynamics system for stuff like this? I'm going to go and try clusters on the original IK spline curve instead of skinning the curve to control joints and see if that makes any difference...
