Posted: Sat Jan 20, 2007 12:28 am
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
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