Gnomon Workshop
Carlo Sansonetti
AFR IIA
Bipedal Rig
Head
Torso
Arms
Hands
Legs
Feet
Torso
Movable Pivots?
It is the relationship between the hips and shoulders that defines the action of the torso.
Pure FK spine is not good coz you want to move the hips and shoulders independently.
eg. Independent Hips - Wrestling Pose
#1 FK Control - Pivot at root
Pro -
Predictable motion
Small number of controls
Similar to "real life"
Easy to move in arcs
Cons -
Difficult to make changes
Independent motion not easily achieved
Spine compression difficult
#2 Independent Shoulders and Hips
Pro -
Total independence of hips and shoulders
Small number of controls
Easy to tweak
Spine Compression piece of cake
Allows for unique cartoony poses
Cons -
Arcs can be more difficult to achieve
#3 FK and IK spine on top
Pro -
All the pros of 1 and 3
Cons -
Once the spine is pulled away, its tougher to create nice arcs
Ribbon Spine
Nifty Spine
Split selected Joint script
Spline IK settings
All Auto On
Add 2 extra joints (1 for shoulder , 1 for hips) for skinning the curve!
Curve length
Select the back curve
arclen -ch 1
Back Scale = Current Curve Length / Original Curve Length
Twisting the back
Advanced Twist Controls
World Up Type -> Object Rotation Up (Start / End)
Set "World up Object" and "World up object 2"
Up Axis -> "-Z"
Up Vector -> 0 0 -1
Up Vector 2 -> 0 0 -1
Rotation Order(?)
Squash and Stretch (Volume Preservation)
Squash = 1 / sqrt(Stretch)
Custom Squash and Stretch
createNode frameCache
Connect custom attribute to frameCache (stream) using connection editor
To use it -> .varying
The movable pivot
Direct Connection
Locator Translate -> Cube Rotate Pivot