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Hash, Inc. - Animation:Master

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Posted

I've built a little art mannequin model, and I'd like to rig him with TSM.

 

Basically each joint consists of a sphere which should only rotate on one axis, and the limb part which should only rotate in the direction of a "channel" on the sphere, regardless of how it's rotated. (I know that's not a very good explanation, so I've attached a picture showing what I mean.)

 

I can do this with a normal skeleton, but I'm not sure how to set up the joints on a TSM skeleton (or if it's even possible).

post-23-1084215769.jpg

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Posted

Would limiting movement in the z(I think) axis do what you want. I guess that would be done on the pre-rig skeleton.

Posted

The problem is, the sphere has to rotate on only one axis, and the pendent limb part, while it follows the rotation of the sphere to which it is attached, rotates on its own on a different axis. That is, when the sphere rotates on its bone's Z axis, the limb part follows (because it's connected), but when the limb part moves back and forth within its channel, the sphere's bone doesn't change in its X/Y axes.

 

The non-TSM skeleton I've set up uses two bones per joint, each constrained to move in only the direction I want it to:

 

ArmBones.jpg

 

However, having become acquainted this past weekend with just how spiffy the TSM rig is, I'd like to use that instead. And I'm not sure how to go about making it work that way.

Posted

It's not a big deal to set this up--you just need two extra bones. Instead of attaching the points of your model directly to the TSM prerigged skeleton, make two bones more or less as you would do in your own skeletons, and just constrain them to the prerigged skeleton with Orient Likes. Then use Euler Limmit constraints to limmit their motion to just the axes that you want. Once you apply the TSM's rig, it will move the prerigged bones, which will in turn move your bones correctly.

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