Does anyone have any ideas of workarounds for "spacer rigs". It's common
in the Maya world at least to rig a second mesh and pipe in the result
as a live blendshape. So, the second mesh is skinned to joints, for
instance. Some of the joints, you might want direct control over, but
they can't leave their location. In order to get them to ride with the
main rig but only engage when actually directly used, you make "spacer"
controls that mirror the actual joints, parent them to some part of the
body, then pass their numeric transform values only back to the real
joints sitting at global center.
I think this is pretty standard, but I've heard of alternatives, such as
inverting the shape from certain deformations, cancelling out the
unwanted deformations.
Anyway, I'm interested in any alternatives to spacer rigs that are used.
What would be optimal, is if you could transform the same joints in two
different ways. One which just changes their location in space, and
another which makes the deformation.
--
David Gallagher
Character Development Lead Animator, Blue Sky Studios
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi