Maya spline ik issue

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  11 November 2002
Maya spline ik issue

Hello all!

I'm using Maya 4.5 (but the same issue was in previous versions as well). My concern is that when I create a spline ik handle (for my character's spine for example), the chain of joints involved with the spline shift out of their original position. I need to keep the number of spans on the curve that is generated to 2. Is there any way to prevent this shifting of positioning of the joint chain and still only have a span of 2 on the curve in the spline ik handle? Thanks for any help anyone can give.

Matt Leishman
DISCLAIMER: This message represents my own opinion and does not reflect in any way the opinion of my employer .
  11 November 2002
well that is a very tricky issue... the Auto curve will make a curve with ounly 2 spans but you will lose the detail the curve needs to maintain your original shape :(... you could try making your own curve by point snapping the ep curve tool to the joints then useing that curve to create your splineIK.... but you will still have more than 2 spans, i would make my own curve then weight the leftover cv's into clusters ... ie 2spans on a degree 3 curve = 5 cv's so use 5 clusters but some of the clusters will have more than one cv depending on the complexity of the curve you$0.02

how many spine joint do you have btw?
"Who are you? I am the new number 2; Who is number 1? ... You are number 6; I am not a number, I am a free man!!!" the prisoner
  11 November 2002
hey spork,

a very interesting (and refreshing) way of approaching it. I never thought of creating my own curve first - i'll try it. btw - I have about 9 spine joints, not too many, not too few (at least that's my take). thanx for the tip.

DISCLAIMER: This message represents my own opinion and does not reflect in any way the opinion of my employer .
  01 January 2006
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