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View Full Version : Rotations driving colours of joints


MattRennie
05-20-2010, 12:40 PM
I'm trying to modify our mb rig to allow animators to easily get a visual cue when they are beginning to overstretch things like arms.

What I want to do is replicate a system I've used in Max and Maya in the past where the bone colours change from green (in a perfectly ok angle) through orange (getting a bit closer to the limits but usuallu ok ) through to red (animators should be extremely wary here as this pose is likely to break skinning).

I expected this would be a straightforward case of setting up a relation driving the color of the bones based off their rotations. However I don't seem to be able to use the color of the Skeleton Node settings. I thought I would instead add a flat shader for each bone and drive that instead - however its the same problem - i don't seem to be able to connect to this parameter.

Has anyone ever done anything like this in motionbuilder and if so how?

MattRennie
05-20-2010, 12:44 PM
Never mind. I forgot about material - i can do it via one of these! :)

Scratch that. I can animate the colour on the material great, but I cant seem to apply it to my bones. /facepalm.

Anybody got any suggestions? This is driving me nuts!

bclark
05-21-2010, 04:29 AM
Yes it would be nice to drive the joint color directly but only values that are exposed to animation (a) button can show up in relation constraint.

http://screenr.com/zop

I made a quick demo on how to drive the material and hook it up... you can use something other than the fcurve box like scale and offset to drive the values also.

hope that helps,
Brad

MattRennie
05-24-2010, 10:21 AM
That's great thanks Brad. I ended up doing something very similar myself in the end.

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