So I’ve finally gotten back to teaching myself rigging and I’ve created my first attempt at a combined FK/IKsplineModifier Spine rig. It is for an older game character rig for modding purposes… the released game character’s spine was built vertically so that’s just a constraint I had.
Anyway, the FK spine follows the guidance from Paul Neale’s rigging DVD set. The blue FK gyros control the blue FK spine (made with boxes so as not to be confused with the skin bones) for Y and Z-axis rotations (X-axis rotations are locked out). Selecting both FK gyros will permit you to rotate with a “flat back.” I forgot to rename the bones so…
Bone01 = Pelvis
Bone02 = Lower Lumbar
Bone03 = Upper Lumbar
Bone04 = Thoracic
Bone05 = spine nub
Bone06 = Neck
Bone07 = Head
The FK spine drives a NURBS curve via the Skin Modifier (an idea I saw in a GDC presentation by Steve Theodore for a Hybrid FK/IK spine). The Nurbs Curve also has an IK Spline Modifier on it for a pseudo-spline IK effect… following the general idea from Paul’s IK spline setup (except no stretchy bones). Bone01 is position constrained to one of the helpers (that is path constrained to the NURBS curve). The skin bones use LookAt constraints to Helpers that are path constrained to follow deformations of the NURBS curve caused by the Spline IK Modifier Knots and the box control shapes. The box control shapes deform the NURBS curve and also control the twist of the spine bones. The Upper box controls the twisting of the upper spine, lower box the lower and the middle control box twists the entire spine.
I also scripted the pelvis bone (Bone01) to rotate/swing as the Hips are swiveled via the Hips control star shape. I think this captures what the human pelvis does… but I’d like some feedback from the experts out there.
The only issue I seem to have right now is that the neck bone is orient constrained 50/50 between the Head and spine nub; and this causes the head to be thrown out-of-plane when the spine is twisted and I rotate the FK spine. It’s a subtle thing… and perhaps that is naturally what would happen… so looking for feedback on that as well.
Also, I’m debating about having the Box shape controls also rotate the upper and lower set of Knot helpers… not sure about this though.
Lastly, This is simply a concept test rig setup and the bones are not in the proper proportions to the actual game character… and was built offset from the origin because that is where the game character skeleton resides (although that has been removed from the file for clarity).
I would appreciate any constructive criticism/feedback. Thanks! The file is Max8.
EDIT: I forgot to lock out the translations on the FK gyros… so I’ve taken care of that in the revised uploaded file.