Oh, I guess one method would be to parent the second mesh and all the
joints as a whole to the traveling mesh, but I'm looking for a way to
more discretely parent controls around the body.
David Gallagher wrote:
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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