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Control the spinal movement by wiring the spine FK controls using the Transform Offset Parent Matrix attributes, then adjust the Joint Orient.
Transcript
00:03
You don't really want the IK controls being used
00:06
when the FK skeleton is active and vice versa.
00:11
Let's wire up the FK controls first as they are easier to do.
00:15
All we need them to do is drive the control spine's FK joints
00:20
back into the node editor.
00:22
Let's clear this
00:24
import the FK controls,
00:27
remove the shape nodes.
00:30
We now need the FK spine joints.
00:33
Let's find them
00:35
and bring them in.
00:37
And let's just organize these.
00:39
The FK A controls have zero values, which is exactly how we need them.
00:44
The joints however, have an offset on them.
00:46
So connecting the controls directly wouldn't work because the translate
00:51
Y value here would be replaced with the zero value.
00:56
This would make the joint move position
00:59
because these are the control joints and they're not driving the mesh directly.
01:04
We can again use the transform offset parent matrix attributes to help us.
01:10
Again, we can move the value from here
01:13
down here
01:15
and then set this back to zero.
01:18
So we now have clean values on the joints.
01:21
Let's update the other spine joints now.
01:24
So move the values down here.
01:28
Now we have the transforms zeroed out so they match the controls.
01:32
We can use a direct connection to drive them.
01:35
This is so much more efficient than using constraints or other nodes
01:40
just go through and connect the controls, rotate attribute to the FK joints,
01:45
rotate attribute
01:47
and also connect the translate attributes too
01:51
just to give a bit more flexibility.
01:54
I'll just work through the others.
01:58
You could also connect the scale attributes to if needed
02:01
and this will scale thoe joints.
02:05
So there we can now manipulate the FK spine with the controls.
02:10
And we didn't need to use constraints or other complex connections.
02:15
There's one more step we need to do before the FK spine is complete
02:20
at the moment, it works well. But if we try to move the cock control,
02:24
nothing happens.
02:26
The problem with using direct connections is they
02:28
rely on actual values being driven into them.
02:33
Even though we move the cot control. The Pelvis FK control is still set to zero.
02:38
So the FK joints aren't being told to move.
02:41
So we need to approach the Pelvis joint in a different way.
02:47
First select and delete the connection between it and the Pelvis FK control
02:53
instead
02:54
connect the controls world space zero attribute
02:59
to the Pelvis FK joints. Offset parent matrix attribute.
03:05
This is going to take the controls world position
03:07
and use that to drive the joint instead.
03:11
So now the spine is tilting forwards a little
03:14
just like we did with the main transform attributes.
03:17
We also need to zero out the joint orient down here.
03:23
Great. That's now corrected the spine and it's back in its original position
03:29
and everything now moves with the cock control.
00:03
You don't really want the IK controls being used
00:06
when the FK skeleton is active and vice versa.
00:11
Let's wire up the FK controls first as they are easier to do.
00:15
All we need them to do is drive the control spine's FK joints
00:20
back into the node editor.
00:22
Let's clear this
00:24
import the FK controls,
00:27
remove the shape nodes.
00:30
We now need the FK spine joints.
00:33
Let's find them
00:35
and bring them in.
00:37
And let's just organize these.
00:39
The FK A controls have zero values, which is exactly how we need them.
00:44
The joints however, have an offset on them.
00:46
So connecting the controls directly wouldn't work because the translate
00:51
Y value here would be replaced with the zero value.
00:56
This would make the joint move position
00:59
because these are the control joints and they're not driving the mesh directly.
01:04
We can again use the transform offset parent matrix attributes to help us.
01:10
Again, we can move the value from here
01:13
down here
01:15
and then set this back to zero.
01:18
So we now have clean values on the joints.
01:21
Let's update the other spine joints now.
01:24
So move the values down here.
01:28
Now we have the transforms zeroed out so they match the controls.
01:32
We can use a direct connection to drive them.
01:35
This is so much more efficient than using constraints or other nodes
01:40
just go through and connect the controls, rotate attribute to the FK joints,
01:45
rotate attribute
01:47
and also connect the translate attributes too
01:51
just to give a bit more flexibility.
01:54
I'll just work through the others.
01:58
You could also connect the scale attributes to if needed
02:01
and this will scale thoe joints.
02:05
So there we can now manipulate the FK spine with the controls.
02:10
And we didn't need to use constraints or other complex connections.
02:15
There's one more step we need to do before the FK spine is complete
02:20
at the moment, it works well. But if we try to move the cock control,
02:24
nothing happens.
02:26
The problem with using direct connections is they
02:28
rely on actual values being driven into them.
02:33
Even though we move the cot control. The Pelvis FK control is still set to zero.
02:38
So the FK joints aren't being told to move.
02:41
So we need to approach the Pelvis joint in a different way.
02:47
First select and delete the connection between it and the Pelvis FK control
02:53
instead
02:54
connect the controls world space zero attribute
02:59
to the Pelvis FK joints. Offset parent matrix attribute.
03:05
This is going to take the controls world position
03:07
and use that to drive the joint instead.
03:11
So now the spine is tilting forwards a little
03:14
just like we did with the main transform attributes.
03:17
We also need to zero out the joint orient down here.
03:23
Great. That's now corrected the spine and it's back in its original position
03:29
and everything now moves with the cock control.