Making custom shapes for controllers


#1

I’m rigging a model, and I want to create custom sha[size=2]pes [size=2]for my controllers[size=2], such as arrows and other[size=2]. I [size=2]used [size=2]CV cur[size=2]ves to make the shapes I want. Howe[size=2]ver, [size=2]some are made of multip[size=2]le curve[size=2]s.

[size=2][size=2]What I want is to combine the curves into one, as you would do with polygo[size=2]nal meshes. I looked into attaching curves, but that [size=2]merges curves into one continu[size=2]ous curve. What if I want to have curves that don’t even touch? Such a[size=2]s arrow inside of a circle? Is m[size=2]y best bet simply to group the curves [size=2]and use the group as my [size=2]rig controller?
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#2

You can have two or more curve shapes for an object easily:
Create a curve.
Create a second curve.
Parent the 2nd curve under the first, and freeze its transformations
Select the 2nd Curves shape node, then the first curves transform node in the outliner and run

parent -s -r;

to parent the 2nd curves shape to the first curve.
Now you have two shapes to select one object.


#3

Thanks, that is just what I was looking for. I was looking through the tools and menus instead.


#4

Just to understand what’s happening, the second curve’s shape node now becomes a child of the first curve’s transform node, right? So that the first curve will actually have multiple shape nodes. I tried this with several curves, and it appeared that all the shape nodes we part of the first curve’s transform node, and I could delete their original transform nodes (empty) from the Outliner. Am I getting this right?

By the way, the solution is exactly what I wanted, and would never be able to come up with it by myself. Thank you for your help.


#5

Yes you are understanding the concept. If you want it to be one shape node it has to be one unending curve.


#6

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