tag:blogger.com,1999:blog-1120626178089425663.post7768112483299409573..comments2023-09-18T03:34:25.692-07:00Comments on TD Matt: Spine control rigMatthttp://www.blogger.com/profile/07198498651792491769noreply@blogger.comBlogger11125tag:blogger.com,1999:blog-1120626178089425663.post-63146149706692066662017-09-18T05:15:35.003-07:002017-09-18T05:15:35.003-07:00I know i am a few years behind, but have you ever ...I know i am a few years behind, but have you ever tried making it with an extra middle control? :)Anonymoushttps://www.blogger.com/profile/07411266822112254718noreply@blogger.comtag:blogger.com,1999:blog-1120626178089425663.post-3512986248804330932017-09-18T04:34:10.999-07:002017-09-18T04:34:10.999-07:00really really awesome, thanks for the tutorialreally really awesome, thanks for the tutorialAnonymoushttps://www.blogger.com/profile/07411266822112254718noreply@blogger.comtag:blogger.com,1999:blog-1120626178089425663.post-82750975544374725402011-10-05T03:19:02.403-07:002011-10-05T03:19:02.403-07:00Yeah this is a blog/picasa problem. I'll be re...Yeah this is a blog/picasa problem. I'll be restoring the images over the next day or two.<br /><br />m.Matthttps://www.blogger.com/profile/07198498651792491769noreply@blogger.comtag:blogger.com,1999:blog-1120626178089425663.post-2619596566909337312011-10-04T23:27:13.019-07:002011-10-04T23:27:13.019-07:00images????????????? helpimages????????????? helpОлесяhttps://www.blogger.com/profile/15525662236314849487noreply@blogger.comtag:blogger.com,1999:blog-1120626178089425663.post-26338867026825922112011-08-09T07:47:31.598-07:002011-08-09T07:47:31.598-07:00Hey man, been a while. Thought I'd mention. I ...Hey man, been a while. Thought I'd mention. I took you up on that idea of blendshapes a while back and it worked amazingly for it. I had a bunch of fish, a sting ray and an eel to rig up and I used your method with a wave deformer driven blendshape for the "autoswim" function and it worked swimingly for it. I wrote a bunch of tools for doing some of the workflow as well - if you're interested, I'd be more than happy to share as a thank you.<br /><br />Best,<br />JoshAnonymoushttps://www.blogger.com/profile/13798377015238997023noreply@blogger.comtag:blogger.com,1999:blog-1120626178089425663.post-11480129592053573042011-05-27T13:59:06.379-07:002011-05-27T13:59:06.379-07:00Hey,
Essentially you have two separate joint chai...Hey,<br /><br />Essentially you have two separate joint chains that are exactly the same except in name. One set of joints has your mesh skinned to it, 'normal' duplicate these to get the other (driver) set which makes up part of whatever controls systems you are building (in this case the spine). Once you have your control systems set up as above, all you need to do to link the two is point and orient constraint your skinned joints to the equivalent skinned joints.Matthttps://www.blogger.com/profile/07198498651792491769noreply@blogger.comtag:blogger.com,1999:blog-1120626178089425663.post-90339495525344382212011-05-27T06:18:08.260-07:002011-05-27T06:18:08.260-07:00Hey Matt,
Loving all the Tuts!
Got a question, So...Hey Matt, <br />Loving all the Tuts!<br />Got a question, Sorry if I sound like a newb :)<br /><br />I'm don understand how to link up the 'new control spine' to the old skinned mesh.<br />Figured out that using 'duplicate special' and choosing instance instead of copy in Step 1 works out, but I'm not sure if this fits in with ur philosophy of having separate skeletons for the control rig. It may require a tut of its own but I guess my question is what is your workflow for driving your skinned skeleton with the control rig! <br />Thanks again for all the great work!Gighhttps://www.blogger.com/profile/05850660284518767390noreply@blogger.comtag:blogger.com,1999:blog-1120626178089425663.post-2702562645550824812011-02-15T12:36:52.589-08:002011-02-15T12:36:52.589-08:00Thanks for the response man. Yeah, the joint (inst...Thanks for the response man. Yeah, the joint (instead of clusters) setup is working fine. Been workin on a python script for the setup and it's comin along well. <br /><br />I hear ya on the joints for games. Been there:) Great stuff here though I easily see what you're saying and how you could easily expand it for other uses.Anonymoushttps://www.blogger.com/profile/13798377015238997023noreply@blogger.comtag:blogger.com,1999:blog-1120626178089425663.post-48612620078440274712011-02-13T15:27:36.346-08:002011-02-13T15:27:36.346-08:00I'm using this same method of controlling join...I'm using this same method of controlling joint chains via surfaces more and more, mainly for deformation systems (pecs, traps etc. really any key muscle area on a character).<br /><br />Because I spend all my time producing game assets everything has to eventually result in joints (I can have blend shapes too, but they're expensive). <br /><br />With that in mind, using a surface as the basis for controlling a joint chain is really powerful. In addition to deforming the surface using clusters, you can also add other deformers such as blend shapes and lattices to build up really complex deformation, all of which bakes down to a single exportable set of joints.Matthttps://www.blogger.com/profile/07198498651792491769noreply@blogger.comtag:blogger.com,1999:blog-1120626178089425663.post-54778483413393442782011-02-13T15:15:33.776-08:002011-02-13T15:15:33.776-08:00Hey Josh,
You could just as easily skin the surfa...Hey Josh,<br /><br />You could just as easily skin the surface to joints to achieve the same effect. Jason Schleifer does pretty much that, though the core of his set up is a spline that is skinned to two control joints rather than a surface.<br /><br />There may well be some performance difference between deforming the surface using clusters or skinClusters, but in reality it'll be so trivial as to be hardly worth mentioning.Matthttps://www.blogger.com/profile/07198498651792491769noreply@blogger.comtag:blogger.com,1999:blog-1120626178089425663.post-30663801360391633692011-02-11T14:13:02.914-08:002011-02-11T14:13:02.914-08:00Brilliant stuff, Matt. Tested it out and really li...Brilliant stuff, Matt. Tested it out and really like it. I'm gonna play with using a variation of this for twisty limb segments. Had a question for you - is there a benefit to using clusters to control the surface cv's rather than a separate set of control joints they could be skinned to? Does that question even make sense? :)<br /><br />Best,<br />JoshAnonymoushttps://www.blogger.com/profile/13798377015238997023noreply@blogger.com