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rdunbar
09-25-2009, 06:56 AM
I rigged an elelphant with IK for the legs and splines for the back, tail, trunk, and ears. The Hips is the root of the skeleton. I made NURBS manipulators for the splines and parented them to several cluster deformers so I can animate the back, tail, trunk, and ears. If I parent the manipulators to the Hips, everything appears to look fine, and when I translate the Hips, everything moves except the legs whcih is what I want for a walk (need to move the legs independently of the hips). But if I save the file and reopen it, the manipulations have all been translated and rotated making the elephant all bent out of shape. If I turn off the IK solver, then the skin looks like an elephane again. But the manipulators aren't in the right place, and their influence is no longer correct.

I need to parent the manipulators to something because I don't want to have to move them with every step. (Just the feet and hips need to move for a walking motion). If I parent them to the hips, I get the results above. If I don't parent them to the hips, then I have to move every manipulator every time I translate the hips. Why does saving the file make the manipulators go whacko and how can I prevent it?

rdunbar
09-26-2009, 03:35 AM
Well, not sure if I did it correctly but at least it works now. Turns out that every time I parented a manipulator to the hips joint, it would automatically fill in screwy values for translation and rotation. If I reset transformations, I get those same screwy values (I froze the transformations after putting them near the spline and cluster they manipulated). So, my solution was to Parent Constrain the manipulators to the hips. Now they move when I move the skeleton, yet I can still animate them individually.

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09-26-2009, 03:35 AM
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