Im gunna be working on a new bone system, with all this lot in. Im calling it D-Bone, and thats all i can say atm, but hopefully if i can get it working, will be very cool!.
More to come…
eek
btw, Harvey what was that site for scripting expressions.
Im gunna be working on a new bone system, with all this lot in. Im calling it D-Bone, and thats all i can say atm, but hopefully if i can get it working, will be very cool!.
More to come…
eek
btw, Harvey what was that site for scripting expressions.
Hey Eek, the site is http://www.boomerlabs.com/freeware.html
By the way drop me an email.
Also regarding the rig slowdown, do you have nested position constraints (ie position constraints controling position contraints) I have noticed that can slow thigns down. But in general as Eek said it shouldn’t slow things down…I have a custom spine system that uses some aspects of the bezier control that Eek is talking about and it has no slowdown at all.
-Chris
SPOILERS!!!
Just to note, the twisting the suit part was done as a second unit shot, and was a special rig in 3dsmax. It’s cheated like hell, and definately a one off rig that’s good for nothing but that twist.
As Harvey said,
My system use just 4 constraints, the rest is driven by expressions which makes it very fast.
As to using max as a twist hack for Incredibles, thats cool! Ive gotta add my Faap(flat as a pancake) into it and twist functionality. But the whole aproach to the system should be really nice.
Harvey ill send you a mail today.
eek
Hi!
I made up setup for streychy leg but look what came out bones are moving perfect just when i bind skin to them it get all nasty, any suggestions.
I can post a scene to if you want.
Hi, here I am again 
I made some tests with a simple cartoon character and decided to stop being shy and post something 
here it goes 
http://usuarios.cmg.com.br/~hp-mussarlz/MussaRLZ_Rig.avi
(700kb - DivX)
I’m still having some problems with bone flipping and this rig its very slow!!
Thanks Eek for the tips! 
Oh, sorry, I forgot to mention that !! I’m using 3dmax !
I’ve tried to do some kind of rig in maya, but I don’t know the software enough to do so!
Thanks for the compliments Isometrix 
Superb! That’s Great Result !!! Can you share more details ? Maybe a sample scene if it’s not a secret ?
get Animator’s PoseTool at www.simoworks.com for free !
as i showed Tughan today, in a kind of masterclass in stretchy rigs. Theres so many ways.
and a host of others.
The important thing is speed and fun for the animator. The stretching of a rig is notoriously hard for the animator, loads of controls, sliders, which can in essence detach the animation from the stretching.
I.e the rule being is that stretching is either an integral part of the character, or something that happens on occasions i.e one offs.
Theres in essence three parts to a good rig,
And 3. Squash and scale, the ability to flattern the rig out flat, but also inflate it. This must also be user friendly, slider driven for area effect but also localised control.
onto of this is twist, which is in one sence very difficult as it incorporates two idea. Pole vector twist, and bone twist. This is whole other area.
Now we could aproach this to have a specialise bone, that is its own right Can squash, stretch, have a changeable curviture, twist and flat/inflate. Which then could be bound onto and existing stretchy setup.
Driving a bone with a point on a spline, cause issues as a point is a point in space and though it may contain, matrix transform data doesnt contain rotational data.
So a the bone will take rotation offset from transform offset via the pole vector/swivel angle but wont take is own rotation from the points as they have non.
so to break it up even further,
the stretch part is simple,
lets say we drive the bone chain with a standard constraint rig.(ill post this)
Next curviture,
well we could pull another copy of our skinned poly leg and drive it via morph, which is skinned to a curve, but this may cause rotation offset issues, but may not. This is the hardest part, to call on a curve that does break rotations.
Next squash/iflation/scale ,
this can all be acheived either via vertex control, skining, morphs. Expressions.
The squash/inflation/scale is built onto the curviture, and this then is built onto a stretch rig.
The curviture is the hardest part and its rig in theory is driven by the user, essentially you want to tweak how the curve forms, straighten it, twist it,( would possibly drive a morph), rap it around things. So straight away your looking at a spline, with bezier handles to control the rig.
But to maintain twist, that is the question.
If i get sometime this week, ill show you guys how i’ll aproach each area and hopefully we can all come up with a stable solution, that will work in both maya and max.
eek
Heya Eek - I’ve been chasing you over a few threads now - I’d love to get in on some of this stuff too if possible - Your facial rig looks like the type of direction I want to be going as regards rigging - Any chance I can snoop on some of your msn bits at some stage?
Cheers,
john
me and fabio have been going over trying to get something like this going in maya, but yeah, some of the concepts are just a bit whacky (plus the language barrier) can anyone put this system into maya terms ?
From what I have learnt so far, u need two joint chains, one that is for the normal leg, but then this normal leg is constrained to the stretch leg.
?