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View Full Version : ball squirrel rigging, tail wont follow squash and strach


WinterNights
01-08-2010, 12:48 PM
Hello, I have seen from animation mentor Tailor rig on youtube, so I tryed made one on my own, but when I try to squash and strech The tail wont follow the squash&strech position.
I tryed with connection editor; I selected squash factor and animated control transform x,y,z,rotatex,y,z and scale, but nothing actually work.
I will post some picture for better see whats going on.
I hope someone would give some answer, thanks

http://i46.tinypic.com/352rtqx.jpg

http://i47.tinypic.com/w1s6e1.jpg

http://i48.tinypic.com/swfmkn.jpg

Darksuit
01-08-2010, 02:12 PM
This is a heirarchy issue.


Global
-- Move
--- Scale
-----Rotate
------Rig


Also you want the scale to be centered at the Base of the ball, and Rotate in the center of the ball.


People are already goign to point this one out, so let me do it as well. You may want to go take a look at Jason's DVDs Animator Friendly Rigging.
http://jasonschleifer.com/

The first DVD is on rigging the ball. (If I remember correctly)

WinterNights
01-09-2010, 10:36 AM
Hello thanks for reply.

I parented as much possible in right way but still maybe I have wrong something in heirarchy...

Still It wont work, It worked only with set driven key, the driver was squash and driven was the control of the tail (the main control who keep all other child controls of the tail) well It works sure, but only in one direction all other in squash pose of ball are almost impossible.

I was thinking about expression. I followed Jason's DVDs Animator Friendly Rigging, ball exercise and part2 for strechy spine.
I found some epressions informations in those two lessons but didnt work as well. But I still suspect that I would need somehow type expression, what do you think?

Darksuit
01-09-2010, 02:28 PM
you may not want to use expressions for the squash and stretch you can do the same thing and have it be a lot more stable with nodes.

Take the squash and stretch node setup from here
http://www.darksuit.com/tutorials


if you have a tail you should more than likely be using bones, and you can apply the squash and stretch to all of the bones versus appling it to the mesh. this gives you a more uniform result.

WinterNights
01-10-2010, 11:54 AM
Hello Darksuit thank you for tutorial.

When I try to connect to the shape(ball) It works if I only connect bones of tail to this shape(ball) but when I use squash and strech function who was made by squash deformer then the tail wont move. I still trayed to connect squash (who was connected with the factor of squashIkhandle inputs) with the tail, It works but it move very wierd and incorrect...

Remi
01-11-2010, 04:53 PM
So your problem is keeping the tail attached to the ball when squashing? Could you use a hair follicle to keep it attached? Or a rivet script? I'm not sure what it is you're trying to do, so I apologize if i'm completely off.

WinterNights
01-11-2010, 08:06 PM
Remi, thats correct. Rivet script works very well but now I have another problem, when I squash out it works well but when I squash in, the tail fliped on another side I will post some screenshot.

http://i45.tinypic.com/ogmasl.jpg - squash in
http://i50.tinypic.com/e0hdv4.jpg - squash out
http://i46.tinypic.com/s3zwxv.jpg - that what I see if I undo, it appear in channel box number 360 RotateZ.

Any idea?

Darksuit
01-11-2010, 08:17 PM
Attached is a Maya Ascii file (in the Zip) of the Ball with a tail. In the file I have the Ball squashing and stretching one with the tial squahsing and stretching and one without. In boht cases the Tail follows along. Its Really just a matter of figuring out what you want the end result to look like. Everything else is just a debate on how you get there. =)

WinterNights
01-11-2010, 09:47 PM
Thanks Darksuit for this file, I will check it.
I also saved my file, just check it.
thanks again for helping me there.

WinterNights
01-12-2010, 01:02 PM
it works!!

Doh I feel so "stupid":) Well I converted nurbs to poly sphere because rivet script didnt work on edges and points on nurbs object. So i converted it to poly and hided nurbs surface... I should never do that after you create unlinear deformer on original object then just converted it to poly:) So i though it didnt work on nurbs that script, but I was wrong of course it works, I would need just click right button of mouse and pressed surface point then click on that rivet script. this is it.

Thanks Darksuit and Remi

djx
01-13-2010, 08:56 AM
You might want to try my Rivet inspired djRivet.mel script (downloads section of my blog). It makes it real easy to attach things to polys and nurbs using the follicle method.

-- David

WinterNights
01-14-2010, 08:36 PM
Hey djx, thank you! I will test it for sure but for now I will keep it with old rivet script applied on my rig because Im now on the middle of animation of that rig.
But if anyone want to test or use it my rig, here it is.

cheers

andrewhake
01-21-2010, 07:09 AM
Great info. Nice rig! You polish up the layout of the scene a bit (character might as well be at the origin). Thanks for posting it up, always nice to have an example of what people are talking about.

Remi
01-21-2010, 01:16 PM
Yea, definitely cool of you to post it up, i'll give a go today sometime. Thanks again!!!

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