Hello again,
I've finally adopted a hybrid version of Transrotate from Rasheed and two springy chains. It is related to the eyes problem of your current rotating head rig.
http://amanoalzada.iespana.es/Mohostuff ... pring.anme
The sample file shows a sigle point (it is a circle, I know, but simulates to be a single point) being rotated thru a vertical axis (Y axis). The this axis can be rotated by the other perpendicular axis so in this way you can virtually have the point at any position over a sfere surface (that is represented by the big circle).
The problem for me is that Rasheed transrotate script recordAll constant needs to be turned to true if you want the point to follow a curve. If not it follows a line and the movment is not a simulated rotation over the Y axis.
Well. Once you can rotate one single point in axis Y and also in X then you can rotate any qauatity of points. It is similar to the post where (in this thread) I putted a swf file with a rotation of a "face". For every point you want to rotate you should put a bone chain like the example but the initial conditions (angle only because length is always the same for all the points over the surface of a sfere) mut be calculated for every point. You can be helped by the TOP view of the eye with the pupil centered.
Dear heyvern. This is very complicated and it will be a very big amount of bones to achieve this task. Perhaps it is worse because you can reuse it at other proyjects but this "perfection rotation" can be done with other aproximate techniques that could have similar results.
Your current rig is very efficient. Keep it. try to simplify a little. You should think about unname the bones that really don't need name. You can do that simply erasing its name and pressing enter. It will dissapear from the bone list.
Anyway I hope this combined transrotate and springy bones helps you.
Best
Genete
Elliptical rotation
Moderators: Víctor Paredes, Belgarath, slowtiger
Thanks Genete!
I appreciate being left "off the hook" for the springy rig trick. I am still working with it and plan to use it down the road, but at the moment I have an slightly simpler solution.
I am also working on an addition to one of Rasheed's scripts. FlipByBones which causes a layer to change z-depth when one bone passes another bone.
In my version the X axis translation constraint of any bone will reverse it's value when some other bone passes some other bone. It will use the same type of name extension that is in his current script. Actually the functionality is so simple... it is getting it to work with the other script that is tricky.
This is fantastic and will cut WAY down on the number of bones for my rig. Instead of having all those extra bones doing double duty, I can just use the script to change the constraint value based on the location of a named bone.
For instance, on the eyes.. when the head turn bone crosses the center of the face the eye constraints reverse. This allows me to control precisely how the eyes translate.
On the mouth I have to have a set of bones that go opposite for turns AND another set lip synch. If I can reverse or change the constraints programaticaly I only need 1 set of bone chains instead of 2!!!!
I plan to incorporate this into Rasheed's script for now since in my case the two functions work as one to do the same thing at exactly the same point.
The key here is everything is based on the center of the face. One spot that is the exact center of the face. Once that point is crossed in either direction all the magic happens.
I am very excited about this.
-vern
I appreciate being left "off the hook" for the springy rig trick. I am still working with it and plan to use it down the road, but at the moment I have an slightly simpler solution.
I am also working on an addition to one of Rasheed's scripts. FlipByBones which causes a layer to change z-depth when one bone passes another bone.
In my version the X axis translation constraint of any bone will reverse it's value when some other bone passes some other bone. It will use the same type of name extension that is in his current script. Actually the functionality is so simple... it is getting it to work with the other script that is tricky.

This is fantastic and will cut WAY down on the number of bones for my rig. Instead of having all those extra bones doing double duty, I can just use the script to change the constraint value based on the location of a named bone.
For instance, on the eyes.. when the head turn bone crosses the center of the face the eye constraints reverse. This allows me to control precisely how the eyes translate.
On the mouth I have to have a set of bones that go opposite for turns AND another set lip synch. If I can reverse or change the constraints programaticaly I only need 1 set of bone chains instead of 2!!!!
I plan to incorporate this into Rasheed's script for now since in my case the two functions work as one to do the same thing at exactly the same point.
The key here is everything is based on the center of the face. One spot that is the exact center of the face. Once that point is crossed in either direction all the magic happens.
I am very excited about this.
-vern
Yes it is an error from my side not to include the script used in the zipped file. Anyway you have to embed the script from this post.Rasheed wrote:The layer script is missing. I tried the original script and it did something, but since you wrote you modified it, it probably didn't work like it should work. The .tmp bone just remains stationary.
I'm glad that the "turn head with one bone" evolution to a symple way.Thanks Genete!
I appreciate being left "off the hook" for the springy rig trick. I am still working with it and plan to use it down the road, but at the moment I have an slightly simpler solution.
I am also working on an addition to one of Rasheed's scripts. FlipByBones which causes a layer to change z-depth when one bone passes another bone.
In my version the X axis translation constraint of any bone will reverse it's value when some other bone passes some other bone. It will use the same type of name extension that is in his current script. Actually the functionality is so simple... it is getting it to work with the other script that is tricky. Wink
This is fantastic and will cut WAY down on the number of bones for my rig. Instead of having all those extra bones doing double duty, I can just use the script to change the constraint value based on the location of a named bone.
For instance, on the eyes.. when the head turn bone crosses the center of the face the eye constraints reverse. This allows me to control precisely how the eyes translate.
On the mouth I have to have a set of bones that go opposite for turns AND another set lip synch. If I can reverse or change the constraints programaticaly I only need 1 set of bone chains instead of 2!!!!
I plan to incorporate this into Rasheed's script for now since in my case the two functions work as one to do the same thing at exactly the same point.
The key here is everything is based on the center of the face. One spot that is the exact center of the face. Once that point is crossed in either direction all the magic happens.
I am very excited about this.
-vern
Regarding to your "Rasheed's control z depth of a layer with a bone" modified to "reverse bone movement when cross the center point", it will be very apreciated if you post your modified script to evaluate it. Perhaps a colaborative team work can give to you (and to all the froum folks) some unspected results.
Thanks
Genete