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View Full Version : Max Rigging Question: Necklace, how to?


^Lele^
12-05-2009, 08:17 AM
Hello everyone.
I find myself with a very basic issue to solve, and seem unable to.
I have a chain of parented rings, forming a necklace, rigged simply through a SplineIK solver.
Both ends of the chain, however, end up attached to a medallion, and should stay in place.
Now, of course one end (the parent one) behaves properly, and sticks to its place.
The other end, however, is free to move wherever it pleases, and its behavior is unruly.

How should i go about this?
Splitting the necklace into two chains, would give me the same freelymovable end, but twice, and at the back.
Any ideas (not even with too much detail) would be very helpful.

Edit: done it with some trickery, and no IK :)

Polimeno
12-05-2009, 07:25 PM
could you please post some screens or capture ?
would be cool to see your solution in action.

while ago i did two studies and got two different results :

1.
i made a low mesh (proxy),
placed four/five point helpers around the neck and tracked closests vertex using polyOp.getVert
then i used linkedXform with softSelection faking a 'simple skin'
and final i used skinWrap to have high mesh following low mesh

2.
i did a line
placed the chains using points and path constraint withou keys (follow, upside Down)
then placed controls in each line knot using linkedXform to handle beziers transformations (pos,rot,scale)

^Lele^
12-15-2009, 12:24 AM
I used a simple spline, turned into a reactor rope, with the first and last vertex constrained to an unyielding rigid body, and constrained the chain rings to it through max script (them being around 250 objects).
It's then just a case of animating the main part (a medallion), and simming the reactor rope (which is down to a handful of seconds for 500 frames or so on a laptop).
Tweaking the rope parameters would lead to different behavior.
Adding an Edit Spline mod on top of the rope spline allows for refinement of the animation, and fixing of any odd flipping (although from my tests it does indeed behave pretty believably).

Possibly not ideal, but the resolution allowed me some slack (standard res 16:9).

Polimeno
12-15-2009, 12:13 PM
sounds interesting.
could you please post a video showing the final result ?

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