Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Cameras
scaleDown command
black out solved
Aircraft Tutorial
Mathematical XYZ ?
Its done This vs That
Its done first week
recommendations for screen video captures?
3DExplorer "Oddity "
New Director
ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Texturing
Big Break Contest Videos
New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Plasma?
Looking for Inspiration
Weird EMail Q
It 's done first week ?
Cherry not cranberry
New game
Camera Animation Problem
Particle plugins?
 
Tail control

Tail control

2005-03-23       - By Jabbar Raisani

 Back
Reply:     1     2     3     4  

Hi Byron,

   I usually just build a separate tail rigs and then have deformation bones
that are constrained to either IK, FK, or the Sim tail.  For me it has been the
cleanest way to get the functionality I need.

-Jabbar
 -- -- Original Message -- --
 From: Byron Nash
 To: XSI@(protected)
 Sent: Wednesday, March 23, 2005 11:26 AM
 Subject: Tail control


 I'm new to the tails setup and am having my first go at making a tail for a
character. Are there any direct controls other than the base of the tail when
using the default setup? There are going to be some times when I'll need IK or
FK control over the tail behavior at more points than rotating the base. Am I
missing something or do I just need to make two rigs or one custom one?



 Byron Nash

 Sr.3D Artist

 Snap5  www.snap5.tv

 704-561-7764



<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META http-equiv=Content-Type content="text/html; charset=iso-8859 (See http://iso-8859.ora-code.com)-1">
<META content="MSHTML 6.00.2800.1491" name=GENERATOR>
<STYLE>@(protected) Section1 {size: 8.5in 11.0in; margin: 1.0in 1.25in 1.0in 1.25in; }
P.MsoNormal {
  FONT-SIZE: 12pt; MARGIN: 0in 0in 0pt; FONT-FAMILY: "Times New Roman"
}
LI.MsoNormal {
  FONT-SIZE: 12pt; MARGIN: 0in 0in 0pt; FONT-FAMILY: "Times New Roman"
}
DIV.MsoNormal {
  FONT-SIZE: 12pt; MARGIN: 0in 0in 0pt; FONT-FAMILY: "Times New Roman"
}
A:link {
  COLOR: blue; TEXT-DECORATION: underline
}
SPAN.MsoHyperlink {
  COLOR: blue; TEXT-DECORATION: underline
}
A:visited {
  COLOR: purple; TEXT-DECORATION: underline
}
SPAN.MsoHyperlinkFollowed {
  COLOR: purple; TEXT-DECORATION: underline
}
SPAN.EmailStyle17 {
  COLOR: windowtext; FONT-FAMILY: Arial
}
DIV.Section1 {
  page: Section1
}
</STYLE>
</HEAD>
<BODY lang=EN-US vLink=purple link=blue bgColor=#ffffff>
<DIV><FONT face=Arial size=2>Hi Byron,</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>&nbsp;&nbsp;&nbsp; I usually just build a separate
tail rigs and then have deformation bones that are constrained to either IK, FK
,
or the Sim tail.&nbsp; For me it has been the cleanest way to get the
functionality I need.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>-Jabbar</FONT></DIV>
<BLOCKQUOTE dir=ltr
style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT:
#000000 2px solid; MARGIN-RIGHT: 0px">
 <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV>
 <DIV
 style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B>
 <A title=Byron@(protected) href="mailto:Byron@(protected)">Byron Nash</A> </DIV>
 <DIV style="FONT: 10pt arial"><B>To:</B> <A title=XSI@(protected)
 href="mailto:XSI@(protected)">XSI@(protected)</A> </DIV>
 <DIV style="FONT: 10pt arial"><B>Sent:</B> Wednesday, March 23, 2005 11:26
 AM</DIV>
 <DIV style="FONT: 10pt arial"><B>Subject:</B> Tail control</DIV>
 <DIV><BR></DIV>
 <DIV class=Section1>
 <P class=MsoNormal><FONT face=Arial size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">I’m new to the tails setup and am
 having my first go at making a tail for a character. Are there any direct
 controls other than the base of the tail when using the default setup? There
 are going to be some times when I’ll need IK or FK control over the tail
 behavior at more points than rotating the base. Am I missing something or do
I
 just need to make two rigs or one custom one? </SPAN></FONT></P>
 <P class=MsoNormal><FONT face=Arial size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: Arial"></SPAN></FONT>&nbsp;</P>
 <P class=MsoNormal><STRONG><B><FONT face="Courier New" size=3><SPAN
 style="FONT-SIZE: 12pt; FONT-FAMILY: 'Courier New'">Byron
 Nash</SPAN></FONT></B></STRONG></P>
 <P class=MsoNormal><FONT face="Courier New" size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: 'Courier New'">Sr.3D
 Artist</SPAN></FONT></P>
 <P class=MsoNormal><STRONG><B><FONT face="Courier New" size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: 'Courier New'">Snap5&nbsp; <A
 href="http://www.snap5.tv">www.snap5.tv</A></SPAN></FONT></B></STRONG></P>
 <P class=MsoNormal><FONT face="Courier New" size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: 'Courier New'">704-561-7764</SPAN></FONT
>
 </P>
 <P class=MsoNormal><FONT face="Times New Roman" size=3><SPAN
 style="FONT-SIZE: 12pt"></SPAN></FONT>&nbsp;</P></DIV></BLOCKQUOTE></BODY><
/HTML>