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Posted

Hey guys,

I was going to post this in the rigging section, but maybe not until I hammer some more things out.

But since I've gotten myself interested in some old models again, I've taken another stab at something

that's always bothered me.... the spine!!!

I'm still trying to work out how it works or if it will fail at some point, but the set up I'm playing with allows

one to move it at the base, the middle and the top...

anyhows take a look if you get a chance.

 

 

about 730kb sorenson

http://www.vrcops.com/vids/spine2a.mov

 

Mike Fitz

www.3dartz.com

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Posted

Mike ,any chance of seeing that in wire frame,its very supple nice smooth movement

 

Hey Steve,

sure no probs. I'll post it shortly.

 

Mike Fitz

www.3dartz.com

Posted

Hey everybody, thanks for checking it out and for the comments.

 

For this particular test, the spine is basically a 3 bone chain, stomach, middle back, upper back(for arguments sake).

Then out side of that hierarchy, there is one bone at the base pointing up(like the spine bones)

There is one bone that is at the top of the spine pointing down.

These two bones tips stop directly in the middle of the height of the spine where a null sits.

These two bones have an aim at with scale to reach Z at the Null.

The spine bones are set to orient like these bones.

 

That's as far as I've gotten, but I like the results thus far.

 

 

 

Mike Fitz

www.3dartz.com

Posted

Bravo Mike, is there a chance you could post a couple screen caps of the bone set up. I think I get the drift but Images would help. This might help me with rigging a character I am working on that needs a VERY flexible spine.

Posted

Hey everybody, thanks for checking it out and for the comments.

 

For this particular test, the spine is basically a 3 bone chain, stomach, middle back, upper back(for arguments sake).

Then out side of that hierarchy, there is one bone at the base pointing up(like the spine bones)

There is one bone that is at the top of the spine pointing down.

These two bones tips stop directly in the middle of the height of the spine where a null sits.

These two bones have an aim at with scale to reach Z at the Null.

The spine bones are set to orient like these bones.

 

That's as far as I've gotten, but I like the results thus far.

 

 

 

Mike Fitz

www.3dartz.com

 

Nice, Mike! Cool solution.

Posted

That sounds cool. I wonder how well adding scale like constraints to the spine (scale like control bones) would work using the squash and stretch expression on it.

Posted

Hey Guys,

I spent part of the last couple days playing/tinkering with the spine.

I think I made a zillion changes testing things, and now I'm back to what I had tried initially.

I'm going to post something in the rigging section for people to take a look at when I get a chance,

but here's what I have thus far.

sorry about the camera moving around in this one:)

 

about 1.75megs

http://www.vrcops.com/Vids/Spine8a.mov

 

Mike Fitz

www.3dartz.com

Posted

Hey David,

thanks.

I'm going to try and post something in the rigging section.

Maybe there is something in there that someone could use?

 

Mike Fitz

www.3dartz.com

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