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Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Rigging & Relationships > Featured Rigs > TSM2 - Rig
pixelplucker
If I have a character with 5 tsm2 bones from the rigger, can I just assign all the cp's on the body to the first bone?

I don't want the body to flex at all because it also has the mouth as part of it. The neck and head are actually above that but only have eyes on stems.
robcat2075
QUOTE(pixelplucker @ Jan 26 2010, 01:52 PM) *
If I have a character with 5 tsm2 bones from the rigger, can I just assign all the cp's on the body to the first bone?

I don't want the body to flex at all because it also has the mouth as part of it. The neck and head are actually above that but only have eyes on stems.


I think you could. You would want to make the neck/head controls and bones to be children of that first "spine" rather than being children of spine5. It's is possible to do this maneuver wrong and make it appear to not work.

It's possible some custom solution using the parts tab would serve you better, but I'd have to see the character.
pixelplucker
I figured if anyone knew it would be you.

I tossed in the jaw and tongue bones on this and have them off of spine 1.
If the body is rigged to just spine 1 and spine 5 would the tsm make one bone or does it ignore bones that aren't used?

If I rig to just spine one, then I could do the head separately like antenae and make a controller bone that isn't generated by the tsm.

Basically I want the eyes to act as the head to make it somewhat human like but the body is the mouth and not really part of the head.
pixelplucker
Rather than change the order of the bone structure that I thought it might screw up the builder, I simply rigged it quickly to just the first spine ignoring the rest. It seemed to work just as I wanted.

Now typical of most my oddball models, I have tons of weighting to do but at least the ik works good.

Thanks for some feedback.
robcat2075
If it works, it works.


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