Hi folks,
I would be very glad to find some help here.
What I have to animate is a tentacle squid arm, that makes a special roundish gesture on the end of the tip to grab something. Inside the arm are many vertebras close to each other.
To control the arm I think bones with FK could be the way. I tried a setup with few bones. To get a smooth control object for the vertebras and the envelop I tried a control spline constrained to the bones. Now I have something to attach the smoother envelop to. But: As to be seen in picture C the mesh ist twisting. Ahhh.
Is there a better way to get a well controlable sguid arm (picture A) with many smooth substeps for vertebras ans envelope?
greetings,
Schlex
Tentacle Arm Rig
Re: Tentacle Arm Rig
Instead of using a control spine you could use a enveloped nurbs strip with nulls constrained along the length, orientated to normals, as it provides solid control over the twisting.
Re: Tentacle Arm Rig
Hi. Thank you. This sounds good. Could you explain more in detail please? I am not that firm with nurbs.
Re: Tentacle Arm Rig
Now I got it. It works. Thank you for thinking around the corner.)
Re: Tentacle Arm Rig
Sorry, didn't get any email notifications of replies, and was slammed today - glad you got it working!
Re: Tentacle Arm Rig
Glad you helped me. It is working really fine.
Re: Tentacle Arm Rig
A nurb strip! Genious, I would have never thought.
The alternative is creating a number of upvectors for your chains (so that you could potentially also have IK tentacles) and still have rotational control (and less flipping)
The alternative is creating a number of upvectors for your chains (so that you could potentially also have IK tentacles) and still have rotational control (and less flipping)
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