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Larry the Liger "Aim Bone" scripted full body turn

Posted: Mon Sep 07, 2009 7:17 am
by heyvern
Some of you may remember this experiment I did from a while ago. It is a full body turn rig based on a script for "aiming" bones. Sort of a new bone constraint. A bone aims at another bone and scales to reach it.

I decided to use this rig with my character Larry the Liger. The rig and script had some issues but I think I can overlook and workaround them for now. Basically the "rotations" are "linear" because the bones scale to reach a translated bone. Not so bad. Also the limbs can translate past the joints... but that's easy enough to adjust.

The rig is great. I can do a nearly full body turn side to side, limb scaling is adjusted by the aim bone script. Foot bone locking is "built in". I don't need to lock the feet bones at all for walk cycles. If I put a foot bone in a spot it stays there and won't budge until it's moved again. Then I just translate it and it stays put until it's keyed again. Same for hands. I think this is called... what? Forward IK? I can move either the hand/foot bones or the knee/elbow bones to move the arms and legs. I just use animated layer order for the limbs as the body turns.

This is just a rough test. I still need to finish the body shapes and connections to the legs and arms (hips "squish" from a side view). The little color balls on the left are bone markers for the legs.

http://www.lowrestv.com/anime_studio/an ... im-rig.mov

-vern