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2001 rig hand controls


Simon Edmondson

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I have worked through the tutorial in TAoAM on how to install the 2001 rig. and applied it to a simple model I have built.

 

At the end of the tutorial it says " You may have to assign ~CP's to finger bones" but it doesn't explain how or where to look to find how to do that ?

 

There is an earlier reference using the rabbit model to how to use the hand controls of the 2001 rig but I didn't see an explanation of how to assign points to the elaborate controls.

 

I am probably missing something that is very obvious here but, could somebody point me to an explanation or tutorial on how to assign CP's to the hands in the 20001 rig ?

 

I've got around it before by using non standard finger set ups but, given the controls are there it seems to make more sense to do it properly rather than fudge my way around it again ?

 

Thank you for your time and consideration.

regards

simon

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The 2001 rig has the same finger setup as the rabbit's. To illustrate, I've unhidden the finger geometry bones for the rabbit's index finger. You would assign cps to your character's finger geometry bones in a similar way as the rabbit's. The control bones are used to "curl" and rotate the fingers, as it's easier than having to animate the individual geometry bones. This is defined in the basic setup relationship, by setting up an "orient like" relationship of the individual "joints" to the control bone.

2001FingerSetup.jpg

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Someone familiar with that hand rig should chime in but i presume it has the essential geometry bones that CPs should be assigned to, not to any control bones.

 

Does that makes sense?

 

 

Rob

 

Thank you for your reply but, I'm not sure what you mean?

 

The hand rig appears to have one bone that runs down the length of the finger, A shorter one with the same name and then several more that are at 90degrees to the finger and positioned where you would expect the joints on the finger to be ?

 

What I am unclear about is, which of those I attach the CP's to to get he controls of the hands clenching and retain the swivel movement from the joint were it connects to the main body of the hand ?

 

I can't find an explanation but that may be because I'm not looking straight !

 

regards

simon

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The 2001 rig has the same finger setup as the rabbit's. To illustrate, I've unhidden the finger geometry bones for the rabbit's index finger. You would assign cps to your character's finger geometry bones in a similar way as the rabbit's. The control bones are used to "curl" and rotate the fingers, as it's easier than having to animate the individual geometry bones. This is defined in the basic setup relationship, by setting up an "orient like" relationship of the individual "joints" to the control bone.

 

Nancy

 

Thank you very much indeed for your kind reply.

I shall try that straight away and see what I get ( if I have understood it correctly ).

Thank you.

simon

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The hand rig appears to have one bone that runs down the length of the finger, A shorter one with the same name and then several more that are at 90degrees to the finger and positioned where you would expect the joints on the finger to be ?

 

What I am unclear about is, which of those I attach the CP's to to get he controls of the hands clenching and retain the swivel movement from the joint were it connects to the main body of the hand ?

 

I can't find an explanation but that may be because I'm not looking straight !

 

Perhaps you didn't see my post? or my explanation above your response didn't make sense ?

 

EDIT: OK - I see you didn't see my response - also you don't need to define the relationship between the control bones and the geometry bones as it is already defined for you in the basic setup relationships

Edited by NancyGormezano
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The 2001 rig has the same finger setup as the rabbit's. To illustrate, I've unhidden the finger geometry bones for the rabbit's index finger. You would assign cps to your character's finger geometry bones in a similar way as the rabbit's. The control bones are used to "curl" and rotate the fingers, as it's easier than having to animate the individual geometry bones. This is defined in the basic setup relationship, by setting up an "orient like" relationship of the individual "joints" to the control bone.

 

Nancy

 

That worked. Thank you very much indeed. It has been annoying me for a long time. Now I know !!!

regards

simon

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