thanks a lot chris for taking this much time to explain!
i recreated the rig based on your description. however i think i
didnt explain perfectly. i would like to have ONE control that moves
along the curves in x and y. the red and pruple curves.
and deform these curves on the way. i can constrain different curves
or skin them to these controls to simulate a nice fleshy feel.
the more i think about it, it might not be necessary to MOVE the
control ON the curve, but instead make sure the curve stays on the
other axis curve. means, i move a red curve up, i follows the purple
one, and vice versa.... sigh...
the idea with the lattice is interesting though....
ciao
franky
Wednesday, October 24, 2007, 2:37:05 PM, you wrote:
CR> Here's a convoluted solution that seems to work:
CR> 1. Create your curve.
2. Animate ->> Create -> Skeleton -> Create Control Splines. Keep only
CR> the PointType. Set the two other controls to None.
CR> 3. Create a tunnel-like lattice with sufficient subdivisions in x.
CR> 4. Create a simple geometry (implicits and nulls won't do) small enough
CR> to fit inside the lattice, make it invisible, and place it at the
CR> "entrance" of the lattice tunnel.
CR> 5. Deform this geometry by the lattice.
CR> 6. Deform the lattice by the curve, X axis. Translate it along the curve
CR> with the PPG slider until it fits OK.
CR> 7. Create a null, constrain it to the curve (Param).
CR> 8. lock this constraint PPG open, select the geometry created in 4), hit
CR> ctrl-K. Drag'n'drop the geometry's X position green divot from the Local
CR> Transform PPG to the U location green divot on the null's CurveCns PPG.
CR> Apply the expression.
CR> 9. Now if you move the green diamonds, you shape your curve, and
CR> everything follows, and if you translate your geometry along local x, it
CR> moves inside the lattice, which has the same shape as the curve. The
CR> null follows along the curve. Use the null as deformer for an envelope.
CR> 10. Repeat 4), 5), 7) and 8) with different positions for the geometries
CR> re. the lattice. You can refine the expressions created in 8, such as
CR> (sphere.kine.local.posx / 3).
CR> Bye,
CR> Christian Rittener
>> -----Original Message-----
>> From: owner-xsi(at)Softimage.COM
>> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Frank Lenhard
>> Sent: October 24, 2007 07:02
>> To: XSI(at)Softimage.COM
>> Subject: face rig, curves, cycles :)
>>
>>
>> Hello,
>>
>> i am wondering about how to setup a face rig technically.
>> wha tiknow is that i want to use curves with contrained nulls
>> (L(0,100)) to get some nice deformations and skin sliding.
>> my problem is the control structure which the animator will touch.
>>
>> i attached a crude sketch to show the problem.
>> imagine the green boxes are the controls that can be pulled
>> up/dow/left/right. these boxes will deform the curves,
>> therefore the nulls and the skin will be enveloped to the
>> nulls. so far so good.
>>
>> what i want is the controls to FOLLOW the curves as well, so
>> when i push the green control box to the right(X axis), it
>> wont go straight, it will follow the red curve, so the
>> animator stays within the models shape. when the animator
>> pulls on z it will go out of the head, when he pulls on y it
>> will follow the purple curve.
>>
>> this leads to a cycle obviously, because the control stays on
>> a curve that gets deformed BY the controls action. i got that
>> far that i can create path constrain of the control to the
>> curve, then use a linked with connection to move the control
>> from 0-100% of the path realative to x positions. i get a
>> cycle warning but it works more or less. this falls apart
>> when i bring the second curve (purple) in as i can only
>> constrain to one curve 100 percent.
>>
>> i feel that i didnt get a grip on the whole thing yet and
>> that it can be solved in a different manner.
>>
>> i saw a rig in 3dmax working this way. the rigger used a flaw
>> in the max system (at least it looks to me like that) to make it work.
>>
>> any ideas?
>>
>> ciao
>> franky
>>
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