Sunday, April 17, 2011

WEEK 14: Rigging, Part 4

Review - Creating an IK/FK blend behaviour using a 3-joint chain.
We'll use the Connection Editor to use a change on one object to drive a change on another object.
 (similar to a set driven key)
-Demo of one method of setting up limb arcing

Creating complex CTRL objects with nodes hidden on the Outliner using MEL

Setting up spines suitable for broadcast:
-Animators want independent hips & shoulders and stretchiness
-Spline IK spines have some limitations
-We'll talk about the problems with the joint-scaling method used in some tutorials to stretch the spine.
-Using Up Vectors & Aim Constraints to avoid shearing.
Further study:
Try out various spline IK tutorials to see if they’re stretchy, if they have geo pushing back, or other problems.
Everything stretches in Cloudy With a Chance of Meatballs

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