View Full Version : control rig trouble

11 November 2008, 02:30 AM
I'm having some issues with a few controls I'm making for a game character rig. I'm following the Digital Tutors "Rigging Next-Gen Characters in XSI" tutorial and I'm at making secondary controls for the leg, and it's really, really rough because the controls I make just keep going nuts any time I try to do anything with them. I'll parent the ankle control to the toe control, for instance, and the toe control will shrink to miniscule size and re-center itself in the middle of the ankle control. I'll constrain the orientation of a secondary control null to the toe control and it'll suddenly make the null turn 90 degrees. I'll set a neutral pose on these things but it won't do squat. I'm editing in immediate mode and I'm freezing stuff left and right anyway, but it doesn't make any difference. Is there some setting that I just didn't check at some point? Or one that I did check and forgot about?

11 November 2008, 02:33 AM
If you post a scene with the part not working (just the skeleton), we might be able to help you~

11 November 2008, 03:16 AM
You got it.

EDITEDITEDIT: New link. This one works.
You can grab it off (

Figured out a few things. I had to match the translation to avoid the scaling problem and then not CHANGE the translation or scale the whole object to get a desired result but rather push and pull the vertices. Additionally: I wasn't supposed to constrain orientation, it's all just parenting.

Unfortunately, THAT doesn't work either. I constrained the orientation of the ankle and toe bones to the circular nulls, but rotating them doesn't work. The yellow control curves work just fine, but the nulls don't. I must be doing something daft.

11 November 2008, 03:44 AM
I had a quick look:

I'm not sure exactly what the rig is supposed to do (haven't watched those tutorials), but here's what I did:

-remove the position constraint from dmy_l_heel01
-position constrain eff_l_toe01 to dmy_l_toe1

tell me how it goes :)

11 November 2008, 04:00 AM
That is EXACTLY what it's supposed to work like. Most excellent. Thank you, sir. :)

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11 November 2008, 04:00 AM
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