Riggin one mesh with multiple controllers

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Old 01 January 2014   #1
Riggin one mesh with multiple controllers

Hello guys/girls,

I have a quick question, I'm having a problem rigging a single object with COG's (Center Of Gravity) controllers. It shouldn't be too difficult however I'm having some issues getting the desired result. Basically, I have a wine bottle that has a NURBS control at the base of it which controls its translate, rotate etc. This should be so simple, however I seem to be having a mind blank here atm.

Ideally I want to add another such controller at the neck of the wine bottle. The issue I keep running into is when I grab the base controller, the neck doesn't follow or vica versa.

I hope I am being clear enough, If there is any confusion please let us know. Thanks!

http://s29.postimg.org/irkt0ax9j/wime.jpg
 
Old 01 January 2014   #2
Just parent the neck ctrl under the base ctrl, then it will follow that one when u translate rotate, u can then translate and rotate the neck ctrl as you want.
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Old 01 January 2014   #3
Not sure if this is what you want but this what I would do. Parent the top controller under the bottom one. Then parent the geometry under the top controller.
 
Old 01 January 2014   #4
Oops, too late
 
Old 01 January 2014   #5
Hey guys, thank for the replies!

I followed your instructions and I still have a tiny issue with it. Basically by parenting one controller under another, the second controller is not followed by the first. I made a terrible quality video of the issue at hand. Hope it helps explain the problem.


http://www.youtube.com/watch?v=qnABt2KltM0&feature=youtu.be
 
Old 01 January 2014   #6
Originally Posted by KidKenobie: This should be so simple, however...
It's not.

Maya doesn't have an easy way to set up that kind of multi pivot control. There are various approaches you can take to let you shift the pivot to where you need it, but I've never found one that worked the way I wanted when animating. There is a master-class that shows how you can program a bi-directional constraint, but the results are just a start point, "experimental" at best.

I would suggest a shift in your thinking. See if maybe a single bone ik handle between the base and the tip would give you what you need.

David
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Old 01 January 2014   #7
Originally Posted by djx: It's not.

Maya doesn't have an easy way to set up that kind of multi pivot control. There are various approaches you can take to let you shift the pivot to where you need it, but I've never found one that worked the way I wanted when animating. There is a master-class that shows how you can program a bi-directional constraint, but the results are just a start point, "experimental" at best.

I would suggest a shift in your thinking. See if maybe a single bone ik handle between the base and the tip would give you what you need.

David


Hello David,

Thanks for the reply. Thats exactly what I resorted to. I have used one bone, while it is not ideal I think it should get the job done. For some reason I thought it was a fairly simple thing to do, thanks for saving me precious time! Keep up the awesome work, your blog is the bomb!

Cheers.
 
Old 01 January 2014   #8
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