Rigging(Frustrating) tried everything!!!


#1

Can somebody please help!

I have a 3 joint rig skinned to a cylinder.

Ive parent constrained curve 1 to the rig which now moves the rig. Sweet

Now, ive created a cluster of verts and parent constrained that cluster to curve 2.

I now want curve one to drive everything, so I dragged curve 2 into curve 1 and when I move curve one, the clusters move off without me moving curve 2.

I understand why they move but I dont understand how to stop it.

What I want is curve 1 to drive curve 2 but I only want the clusters to move if I move curve 2

is this a constraint issue or something

Any ideas people, im going mad.

thanks

Ryan


#2

Hi cuppacool, sounds like you probably have a double transform happening, which is why the curve is moving unexpectedly. I’m not sure I’m totally understanding the use of the second curve, but if all the verts of that curve are attached to one of your clusters, you could leave the second curve completely unconstrained and unparented, and just parent its clusters to curve1. Then you’ll see curve2 move with curve1, and you can still control its clusters locally (with no double transform). Hopefully that helps, be I might be misunderstanding your setup. If not, maybe post a picture of the rig to help explain.


#3

Hey afrueh,

Thanks ever so much for the reply.

Yeh I had a look into it abit more before your reply and I thought it was a double transform.

on the back of your response, if im unconstraining the second curve how does it move with the first curve, check picture for what i mean

http://www.flickr.com/photos/98643348@N07/

Curve 1 is the main head controller.
Curve 2 is the jaw controller.
Clusters is for the bottom Jaw

So I want the head controller to drive the jaw controller and the jaw controller to move the clusters.

if you no, can you explain the way i parent and constrain everything cause as you can see ive got it wrong.

Ive parent constrained the clusters to the jaw curve and dragged the jaw curve into head curve. AAAAGGGGHHHHHHHH!

Any ideas

Thanks again

Cuppacool


#4

Ahhh, okay I think I get it now. I originally thought that your clusters were for the CVs of the jawCurve itself, I didn’t realize they were driving the geometry of the face. So disregard my previous post. We definitely are fighting with a double transform. Unless you set the ‘relative’ flag for the cluster, their world space position is important. So if you parent them to something and move the parent, you’ll start seeing some strange results. The tricky part here is that we don’t really want to set them to relative, because then they won’t pick up the movement of the jaw controller…they’ll only affect the face geometry when you move them individually.

So I came up with a slightly roundabout solution that should work. I wanted to be able to keep the clusters in their original world space position, but still have them move with the jaw. So I made a duplicate of the jaw controller and unparented him. I parented the clusters to him, and then in the hypershade after freezing transformations, I connected the rotate/translate attributes of the original jaw controller to the duplicate. Then turned the visibility of the duplicate off to avoid confusion. So now I can move the head controller around with the jaw controller parented and no double transforms. But when I move the jaw, I see the clusters affecting the geometry just as they would in their original position.

Like I said, slightly complicated solution, so I uploaded my test file here for you to check out.
http://fruehmedia.com/transfer/clusterExample.zip

Hopefully I’m understanding the problem better and this solution works for you. But if not, feel free to correct me and we’ll get this figured out!


#5

YOU ARE A LEGEND!

Works perfect, little clean up but its exactly what I want. Thanks man, Really apperciate your help and time, was going insane with it. :buttrock: :thumbsup:


#6

Lol. Sweeeeeet. Glad to hear it. Good luck finishing the rig!


#7

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