2d barcode vb.net Set Up the FK Control Joints in Software

Draw QR Code ISO/IEC18004 in Software Set Up the FK Control Joints

Set Up the FK Control Joints
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To control the curve, we will create another set of control joints The spline IK curve will be bound to these joints Yes, you heard that right, we are going to smooth bind a curve This will
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The Complete Reference
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allow us to deform the curve from three static pivot points The joints will then be what we use to pose the skeleton
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Draw four new joints As you place the first one, remember to click out in empty space, away from the skeleton while holding down the V key and then drag over until you snap to the spine_1/root joint location This will keep you from creating a branch off of the root Continue creating the joint chain Snap the next joint to the spine_3 joint, the third joint to the spine_6 joint, and then snap one more joint to neck_1 (we will delete this joint after we orient the skeleton)
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Orient the joints so that the Y axis is facing in the positive Z direction Once all of the joints are oriented, delete the fourth joint Name the remaining joints lowerBackCTRL, middleBackCTRL, and upperBackCTRL The current rig should look like this Bind the curve to the joints Select all three control joints and then the backIKCurve curve Smooth bind the curve with the Max Influences set to 3 and the Dropoff Rate set to 1 Now, when you rotate one of the control joints, the curve will deform and drive the IK system in the spine If you test this out, you will see that it looks pretty nice when you rotate it on Y and Z but the twist in X looks a bit odd
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You can fine-tune the arc of the spine by
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editing the weights to the three control joints in the Component Editor
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Set Up the Twist Controls
On the spline IK handle, there is an attribute called Twist This causes the joints in the spline IK system to twist along their oriented axes, starting from the base of the spine to the top of the spine However, we have three different pivot points along the spine where we would like to influence the twist from If the hips are turned and the shoulders stay put, for example, the twisting would actually be occurring from the top of the spine downward Since the Twist attribute will not allow us to have this type of control, Maya provides us with a set of attributes for more
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Character Controls
complex twisting of a joint chain In this section we will use the Advanced Twist controls on the backIKHandle handle to add the type of control we require for our rig There are many options available in the Advanced Twist attributes What we want to do is control the twist from either end of the IK chain (since the controls are arranged in a hierarchy, any control will influence the twist) We will define the lowerBackCTRL joint and upperBackCTRL joint as the two World Up Object objects This means that the IK system will use the orientations of these control objects to determine in what way the joints in the skeleton should aim as they twist around their oriented axis (X) Let s give it a shot:
Select the backIKHandle handle and find the Advanced Twist Controls folder (under the IK Solver Attributes folder) The attributes are shown in Figure 12-8 Enable the twist controls by checking the corresponding check box Since the World Up Type will be defined by the two control joints, set the World Up Type to Object Rotation Up [Start|End]
FIGURE 12-8 The Advanced Twist Controls window with the settings we ll use for this rig
Since our skeleton is oriented in X, we need to pick another local rotation axis that we can use as the Up Axis; in this case, we ll use Y (Z would work too) Set the Up Axis to Positive Y The Up Vector attributes need to match the Up Axis of the joints to the world orientations of the controls (defined in the next section) Because we were so careful to orient our controls in the same direction as our skinning joints, we can set both Up Vectors to 0, 1, 0 Don t worry about it if your skeleton is flipping out right now it just needs to know what is defining the World Up axis Copy and paste the name of the lowerBackCTRL into the World Up Object field and the upperBackCTRL into the World Up Object 2 field The Advanced Twist Control attributes should match those shown in Figure 12-8
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