View Full Version : Shark Tail Animation
03-09-2004, 05:37 PM
Looking for some advice on animating the tail of a shark. i believe this may be similar to other fish as well.
Currently trying to find an efficient way to or expression to create the "drag" or secondary animtion offset by the tail. working on something like...
joint2.rotateY='getAttr -t (frame $offset *2) joint1.rotateY';
and so on and so forth for the different joints with the multiplier in the offset increased on eachtime (2,3,4,5,6).
This doesn't really work. If the tail is really moving it looks great. But for a more suttle, realistic look the values of the master joint1 are not high enough. Actually there should be more movement in the fin and with this method the animation fades out.
In any case any advice you could give would be greatly appreciated.
07-28-2004, 08:35 PM
you could e.g. try the lagNode... -->
lagNode and expressoUtils plugins (http://www.cgtalk.com/showthread.php?t=156962)...
take a look at the octopussy arms thingie example with the lagNode... :)
07-28-2004, 09:22 PM
Been playing with your 'lagNode' for a while now Alex; it's GREAT!
Highly recommended :) Thanks
07-29-2004, 07:57 PM
if I'm understanding your problem correctly, you're trying to simulate the "wagging" of a shark tail, but somehow set it up such that it just automatically wags?
You could just create an ik spline handle down the joint chain that comprises the shark's tail. Then apply a sine deformer (non-linear) to the curve that was automatically generated when you created the ik spline handle. With some creative repositioningof the sine handle you then have total access (via the sine node's attributes) to the amplitude and frequency and wavelength etc of the "wagging" of said tail. It doesn't automatically wag, but you do have keyable control over how the tail wags (its amplitude, wavelenght etc).
That plugin looks like it may work nicely too tho, just trying to throw in another approach to the problem. Good luck.
01-17-2006, 04:00 PM
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