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Old 02-22-2013, 04:39 PM   #1
ButterKnife
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Alex
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(Maya) Shoulder Straps and Wire Deformer problem

I have a rig where a character carries a backpack while holding the straps. I want the center of the straps to follow his hands while the top an bottom remain restrained to the backpack. I used a Wire Deformer and it worked great, but when I turn the model, the object remains pointed in the initial direction like in the picture below. Anyone have any ideas on how I can easily achieve the same effect? I know there are stretchy IKs, but I have no idea how to make it stretch in the middle

 
Old 02-23-2013, 12:04 AM   #2
pazrot
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Parzival Röthlein
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Hi, the wiredeformer can not create twisting deformation because it calculates the difference between the (hidden) basecurve and the visible curve you are tweaking.
The most simple solution would be to skin the straps to the same influence the shell has at the points that are connected to the strap. that gives you the basic deformation when you move (rotate) the character.
Then you also skin the wire deformer curve and basecurve (hidden object) just like the straps. so if you move the whole character now the deformation should still only come from the skincluster because there is no difference between the two wire curves.
And then you can locally tweak the wire deformer curve to offset. For this to work the skinCluster has to come before the wiredeformer in the deformation order.
 
Old 02-23-2013, 12:48 AM   #3
ButterKnife
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Alex
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hanks so much! I never knew about the BaseCurve. Now that I know I can definitely work something out.
 
Old 02-23-2013, 12:31 PM   #4
Pahuska
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FERRACHAT Guillaume
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For that kind of object, I would go for a more "advanced" wire rig, using a nurb surface based on the shape of the strap. Then attach joints to the surface with follicles (or rivets, using locators and pointOnSurfaceInfo node). Then you create clusters to control CV. With that kind of rig you can easily twist the strap, it's much more stable than the wire deformer.
 
Old 02-23-2013, 12:31 PM   #5
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