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"Rapid Rig: Modular" - Procedural Auto Rig 2.4.3 for Maya (maya script)

"Rapid Rig: Modular" frees you from the confines of bipedal autorigs! So get creative!

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Compatibility

  • 2019, 2018, 2017, 2016, 2015, 2014

Operating Systems

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History

Created:10/02/2013
Last Modified:07/22/2019
File Size: 321 KB

Bugs

Spine Joint Chain

Statusclosed
Priorityhigh
Date05/18/2014
Submitted bybrandelan brandelan
So, maybe I'm doing something wrong here, but when I generate the spine from a straight line, it comes out S-shaped.

I'm trying to use the spine module as tentacles, and it seems very workable aside from this.  Is this an unavoidable problem that requires the spine to be s-shaped for your rig?

Straight proxies:

straight



Curved joints:

Curved Joints



As an aside, I'd love to be able to "pin down" the middle spine controller to make an elbow that the octopus is leaning on, and give an additional push off point for the tentacles.

Comments on this bug:

  • brandelan

    brandelan said about 5 years ago:

    Immediately after posting this, I found out how to "fix" this "problem". The mid control has an attribute called Top IKInf Rot that when turned to .5 gets rid of the s-curve. Still my second question is a good one I think. ;)
  • brandelan

    brandelan said about 5 years ago:

    Not so fast, I guess. That .5 value on the Top IKInf Rot fixes the s-shape, but in doing so breaks the fk. When the Top IKInf Rot is set to 0, the FKworks fine; when it's set to .5, the FK gets very twisty in the middle. With Top IKInf Rotset to .5: https://dl.dropboxusercontent.com/u/45097511/fk.PNG With Top IKInf Rotset to 0: https://dl.dropboxusercontent.com/u/45097511/fk2.PNG
  • Dustin Nelson

    Dustin Nelson said about 5 years ago:

    Hey, thanks for the detailed description, this is a bug. I will try to get a fix for it ASAP. You should be able to build the spine straight and not have this issue. There is an issue with the off-axis orientation. -Dustin
  • Dustin Nelson

    Dustin Nelson said about 5 years ago:

    Hi, I submitted a fix in version 1.3.5 which should resolve this issue and the other one you reported. Let me know if that corrects the problem. Thanks! -Dustin
  • brandelan

    brandelan said about 5 years ago:

    Great! Thanks. That fixed it, it seems. I do have one question/request. Is it possible to get an ik/FK switch on the the ik spline? I'm finding that the sorta-FK that already exists on the spline can get really screwy when you lift the secondary root from the ground. If I'm going to use these splines as tentacles, some true FK control in addition to having an ik system would be great. EDIT: NM, i see the Follow FK control on the IKCtrl that turns the chain into a fk chain, essentially.

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