CGTalk > General Techniques > Character Rigging
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 11-26-2002, 05:58 PM   #1
Matt Leishman
Dragon Training Dummy
Matt Leishman
Character FX Artist
Dreamworks Animation
USA
 
Join Date: Aug 2002
Posts: 642
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 .
 
Old 11-27-2002, 07:54 PM   #2
sp0rk3d
sleepy
portfolio
matt hennessy
characterTD
Burbank, USA
 
Join Date: Jul 2002
Posts: 157
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 make...my$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
 
Old 11-27-2002, 09:25 PM   #3
Matt Leishman
Dragon Training Dummy
Matt Leishman
Character FX Artist
Dreamworks Animation
USA
 
Join Date: Aug 2002
Posts: 642
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.

Matt
__________________
---
DISCLAIMER: This message represents my own opinion and does not reflect in any way the opinion of my employer .
 
Old 01-13-2006, 11:00 PM   #4
CGTalk Moderation
Lord of the posts
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,481
Thread automatically closed

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.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 12:31 AM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.