Im looking for best way to animate a poly/subd tentacle wich has to be easy to position but still able to spiral at the end to grab things
tested spline iks but still not useful (or i wasnt able to make the setup correctly) i got it EITHER to be easy to animate OR able to grab, but not BOTH.
(huuum how do you say that it can be done switching between fK and IK?)
and
(can i have two skeleton sets and switch between them as needed?(i mean the active one driving the passive one, then switch...)
i cant make it procedural i want to have complex geometry (with suckers and stuff) so have it done in polys, now i have to setup and animate it (in its getting painful)
Does anybody knows of a mel to scale the lengt of all bones in a chain scaling a bit more the frist than the seocnd, the seconda bit more than the third,etc...?
Just waiting to see what approach the "pros" would take to make a tentacle rig with
1 fine control (spiraling at the end)
2 easy general positioning
and
3 extensible/retractible (adjustable skeleton lenght)
to see if i can incorporate any idea to my own rig
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Anyone knows how was Ice age´s many´s nose rigged?
I'm just starting a tentacle myself. I'm not sure if I'm going to keep my current rig, but what I did was used Spline IK up to the last few bones, so they would be controlled outside of the spline IK. Then I set up a "set driven key" controller that curled the bones that helped grab objects. Again, I'm not 100% thrilled with the control I have, but it's not bad.
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