spacer rigs

Date : Fri, 02 May 2008 13:27:21 -0400
To : XSI(at)Softimage.COM
From : David Gallagher <daveg(at)blueskystudios.com>
Subject : spacer rigs

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

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