BasHe
11-10-2009, 01:54 PM
Hi,
I just finished my experimental Dynamic FK rig. It is a alternate method for setting up bendy limbs in a FK fashion. I suppose it will be most practical for tentacles in this stage. To be completely practical with a biped setup I still have to find a way to get some IK functionality in it.
Anyway, It works on a "bend" system. With each bend you can controll the rotation, like normal FK. But, you can move this bend over the entire chain (and beyond). And, you can control the distance over which the bend is executed. Making it possible to do either a smooth or a sharp bend (or anything in between). I also added a multiplier so you dont need to rotate the gizmo that much to create a curl. With a script you can add as many bends as you like to the chain.
See link for demonstration:
demo (http://www.youtube.com/watch?v=18X2L8e5AkQ)
There is one thing tho, that I would like to add. The falloff of the bends is controlled by remapValue nodes, one for each of the joints, per bend. I would like to add like a profile curve in the attribute editor of the gizmo, with wich you can change all the remaps. I know it is possible to connect 2 (or more) remapValue curves together if they have the same number of controll points. But this falls apart as soon as you add point to the master curve. Isn`t there a way reference to the entire curve?
I`m really curious what you all think about this approach and wether animators think a system like this would be practical.
Bas
I just finished my experimental Dynamic FK rig. It is a alternate method for setting up bendy limbs in a FK fashion. I suppose it will be most practical for tentacles in this stage. To be completely practical with a biped setup I still have to find a way to get some IK functionality in it.
Anyway, It works on a "bend" system. With each bend you can controll the rotation, like normal FK. But, you can move this bend over the entire chain (and beyond). And, you can control the distance over which the bend is executed. Making it possible to do either a smooth or a sharp bend (or anything in between). I also added a multiplier so you dont need to rotate the gizmo that much to create a curl. With a script you can add as many bends as you like to the chain.
See link for demonstration:
demo (http://www.youtube.com/watch?v=18X2L8e5AkQ)
There is one thing tho, that I would like to add. The falloff of the bends is controlled by remapValue nodes, one for each of the joints, per bend. I would like to add like a profile curve in the attribute editor of the gizmo, with wich you can change all the remaps. I know it is possible to connect 2 (or more) remapValue curves together if they have the same number of controll points. But this falls apart as soon as you add point to the master curve. Isn`t there a way reference to the entire curve?
I`m really curious what you all think about this approach and wether animators think a system like this would be practical.
Bas
