Re: Stretchy limb methods

Date : Fri, 7 Apr 2006 11:21:24 +0200
To : <XSI(at)Softimage.COM>
From : "Morten Bartholdy" <xsi(at)colorshopvfx.dk>
Subject : Re: Stretchy limb methods
Thanks guys - I will explore these methods. I actually tried out the Spine, but found I will need an extra layer of control to avoid weird rotations on the chest cube when posing the arm. More work to do ahead :)
 
- Morten
 
 
 
----- Original Message -----
Sent: Thursday, April 06, 2006 4:09 PM
Subject: RE: Stretchy limb methods

Hi Morton,

 

I would use a control spline to serve this purpose.  Create a CV Nurbs Curve go to skeleton -> Create Control Splines.

 

I would set it up so that your PointControl Objects will act as your bones. To get an FK type set up you would need to setup the Point Control objects in a hierarchy (so from one end of the limb to another). So PointControl is the parent of PointControl1 which is the parent of PointControl2 and so on?.

 

The PointControl objects can be translated to give the limb squash and stretch.

 

You could then weight your mesh to the envelope objects created by the control spline.

 

Hope that helps

 

Morgan

 

P.S. You will need to setup upvectors on the PathControl nulls.

 

 

Morgan Evans

Character TD, Passion Pictures, London

 


From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Morten Bartholdy
Sent: 06 April 2006 14:52
To: XSI(at)Softimage.COM
Subject: Stretchy limb methods

 

I am looking to rig a character that need stretchy limbs. I'd rather not use the scripts available as they force me to animate arms with IK and we'd rather do it FK. Does anyone have suggestions on how to best handle that? So far I'm thinking of FK'ing along and perhaps set up a slider to control the overall length of the bones, but I have a feeling it might become a bit stiff in use. I need to make the arms and legs very nedy without obvious joints too, so I'll need at least 4 bones.

 

Any thoughts, scripts or tutorials?

 

 

Morten Bartholdy
3D & VFX Artist


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