inheritroot - spine (or tails)

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  11 November 2003
inheritroot - spine (or tails)

Expression used for nice bending

InheritRoot(Lumbar,TopSpine,rotate,0,0)

Is the command where you can just grab one bone and the following bones bend incrementally till they reach the selected endpoint.

great for nice bends and if you screw around with the last two variables 0,0 fallloff and value of each bone in the chain, you can get some neat effects.

Now you can this same effect without expression by just selecting your bones or select one bone using the groups (u can tell groups to autoselect all bones in the group) and hitting "e" for multi-select and you will get a nice bend.


Try MotionDynamics with this.
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  11 November 2003
Oh yeah! Nice tip. This is kinda like a follower, but a bit simpler and better. Thanks.
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  11 November 2003
Its kinda like Follower but there are other expressions that duplicate follower ..expressions are the nuts and bolts to create set driven keys as well and remember that you can sliders and full expressions in the variables section of other expresssions.
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  11 November 2003
Yap itīs nice but only if the Bones are in a Straight line or witth ZERO HPB Rotations, if they are already rotated in one or all of those axis the InherithRoot isnīt to much use.

Sometime ago i asked Lyle if there was any chance of having a "Freeze Transformations" on Items, so that even after the Bones (or other items) where rotated/moved while in Setup Mode, i could freeze their transforms and they would "revert" back to ZERO on all channels, keeping their Setuped values of course, Lyle said it would involved a big change in the code and since me and Stuart Aitken where the only ones concerned with this, it really wasnīt a "on the list of things to do"
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  11 November 2003
Quote: Originally posted by Sil3
Yap itīs nice but only if the Bones are in a Straight line or witth ZERO HPB Rotations, if they are already rotated in one or all of those axis the InherithRoot isnīt to much use.

Sometime ago i asked Lyle if there was any chance of having a "Freeze Transformations" on Items, so that even after the Bones (or other items) where rotated/moved while in Setup Mode, i could freeze their transforms and they would "revert" back to ZERO on all channels, keeping their Setuped values of course, Lyle said it would involved a big change in the code and since me and Stuart Aitken where the only ones concerned with this, it really wasnīt a "on the list of things to do"


I dunno... I'm guessing that I just needed more info to determine the priority; we don't make decisions based solely on the "numbers". Have you posted a scene so I could clearly see the problem? (sorry if I missed it)

-lyle
 
  11 November 2003
Quote: Originally posted by Sil3
Yap itīs nice but only if the Bones are in a Straight line or witth ZERO HPB Rotations, if they are already rotated in one or all of those axis the InherithRoot isnīt to much use.



I think it's only the root bone that has to have zero HPB. If you want to use InheritRoot on a bone thats got a rotation simply split it and use the new bone (which will have zero rotation) as the root.
 
  02 February 2004
I was messing around with InheritRoot expression and came across this thread after I did this setup. The bones aren't in a straight line - the pitch varies from one bone to the next. The root bone is not zeroed out on HPB.



Here's the animation test for the above setup:



Everything seems to be working fine. I'm just wondering if anything has changed since this thread was first posted.

Here's the scene file in case anyone's interested.
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Last edited by chikega : 02 February 2004 at 04:19 PM.
 
  02 February 2004
Quote: Originally posted by Sil3
Yap itīs nice but only if the Bones are in a Straight line or witth ZERO HPB Rotations, if they are already rotated in one or all of those axis the InherithRoot isnīt to much use.

Sometime ago i asked Lyle if there was any chance of having a "Freeze Transformations" on Items, so that even after the Bones (or other items) where rotated/moved while in Setup Mode, i could freeze their transforms and they would "revert" back to ZERO on all channels, keeping their Setuped values of course, Lyle said it would involved a big change in the code and since me and Stuart Aitken where the only ones concerned with this, it really wasnīt a "on the list of things to do"


If you need the root bone at 0 HPB, and you allready have everything setup. Just use Borhan Berthet's rigging Tools scripts.

http://www.zoogono.com/plugindetail.cfm?pid=2

Just select the bone that needs to be 0,0,0 and double click on the "Insert Null" Script. It inserts a null between the two bones and zeros out the bone you had selected.. I use this ALL the time.. LOVE IT!
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  02 February 2004


Yap!

Nice advices!
Thanks!!
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  12 December 2005
Originally Posted by Shredder: If you need the root bone at 0 HPB, and you allready have everything setup. Just use Borhan Berthet's rigging Tools scripts.

http://www.zoogono.com/plugindetail.cfm?pid=2

Just select the bone that needs to be 0,0,0 and double click on the "Insert Null" Script. It inserts a null between the two bones and zeros out the bone you had selected.. I use this ALL the time.. LOVE IT!



Bump this up!
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  12 December 2005
the "Insert Null" Script.



This script and all its brethern semm to be broken in messiah 2.2b
Argghhhh!
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  12 December 2005
Can someone confirm this for me?
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  12 December 2005
Any luck with InheritEnd expressions?

Everytime I use that thing, I get all kinds of weird stuff. I'll rotate the end bone and the chain rotates opposite. What's the trick?

I know you guys are talking about InheritRoot, but hey, this is close to it so it wouldn't hurt to yap about it as well.
 
  12 December 2005
Sounds like you are using the wrong Inherit? expression for what you wqant
Change the InheritEnd to Root in your expression and see what works for you or swaping the beginning bone and endbone.



Again...
the "Insert Null" Script.

This script and all its brethern seems to be broken in messiah 2.2b

Can someone confirm this?
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  12 December 2005
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This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
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