View Full Version : Rigging and animation question
12 December 2003, 07:02 AM
I have my characted all rigged and I have looked at other ppls rig's that have a nurbs circle at the base that when selected will grab the entire character all handles and locators. How do i go about this, is it just taking the simple mel commmands ex: select R_wrist_control_locator and so on and compiling a script that when excuted will grab everything?
Also I have almost finished my run and walk cycles and plan on putting my character through an obsticel course, he will be doing flips ect, how do i go about constraining him to a cube that i can rotate to ease in the animation to control his body rotations ect..
I hope these two questions make some sense.
12 December 2003, 07:57 AM
hello kassun, in answer to ur first question, the nurbscirlce does not trigger any mel scripts nor does it select all the controls, its just a hirarchy thing. I usually select the Root joint, all my IK handles, and group it under the nurbs cirlce thingy.
In that way u can move his whole body easlily and if the rig is not too complicated u can scale it too. (Just don't group the skinned geometry under it) .
I don't quite understand the second question , but i'm assuming u want to create a controller to move him around. u could do this by simply parenting the root to the cube (although i don't recommend that) Use constraints, they keep things more organized.
Hope that helps.
12 December 2003, 12:01 AM
To clarify on my second question, I will have my character doing summersalts and flips, and i want an effective way of roatating him as he spins. Is constraing the way to go? I would assume an aim constraint would work.
12 December 2003, 01:42 AM
the best way to do it is actually key frame it frame by frame for complex motion as a flip. I'm woudn't recommend rotating a node above the root node to achieve this. Do it frame by frame, rotate the root node, then the legs, key everything on one frame, go to the next frame, rotate a lil more, key everything. Works a lot better that way and easy to move the timing around, but thats just my animation workflow. Cheers.
12 December 2003, 05:06 AM
thanks Modi for the help :)
01 January 2006, 12:00 AM
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