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Create a spline IK handle for the spine, so that deformation of the spline controls the joints' movement in the spine of the character.
Transcript
00:04
At the heart of Sply,
00:05
Ike
00:05
is a curve
00:06
and the tool will create one for you automatically,
00:09
but I prefer to build my own
00:11
just so I know exactly how it's constructed. And what CVS I have to work with.
00:17
Go to the create curve tools,
00:20
edit point curve tool and open the options.
00:23
We want this set to three
00:25
cubic. So we get a softer curve
00:28
now holding V click next to each joint in the spine to create a series of points
00:35
when done press enter to finish the curve
00:39
and there it is our curve.
00:42
Let's rename it to spine curve
00:45
and go back.
00:48
Now we have the curve, we can create our Spline I
00:52
handle,
00:53
go to skeleton,
00:55
create ICA blind handle and open the options,
00:59
just reset this.
01:01
So these are the basic options.
01:04
We already have a curve so we can disable this.
01:07
We also don't want the curve parenting to the joints
01:11
so we can disable this too.
01:14
Now select the root joint
01:18
and then the end joint
01:20
and then finally the curve
01:24
and there we have our IK blind handle,
01:28
just rename this.
01:30
So unlike normal IK, you don't animate the main handle,
01:34
you deform the curve instead to control the joint's movement.
01:39
You see
01:39
if I select a CV and move it,
01:43
the joints follow.
01:45
So we get a nicer more natural movement,
01:49
I'll bring back the control joints now
01:52
and all we are going to do is bind them to the spine curve.
01:56
The default options are fine.
01:58
Just use selected joints as the bind to option,
02:03
we can now use the controls to move the control joints
02:07
which in turn are deforming the curve.
02:10
This curve is then now changing the shape of our main spine control joints.
02:17
Let's bring back the model so we can see him deforming.
02:22
Ah OK. Something's not right here.
02:25
Ah So it seems I created the IK Spline on the FK joints instead of the IK joints.
02:32
OK. I've just gone back and rebuilt it using the right joint chain this time.
02:37
Now we can adjust the controls and the spine deforms with them.
02:41
It may be that an area doesn't deform how you would like sort of
02:45
like here where the head is tilting as the top of the body moves.
02:49
Because we use the skin cluster on the curve,
02:52
we can edit the weight values to adjust how it deforms.
02:56
Let's show the curve
02:58
and select some of the upper cvs.
03:02
The top 3 may be
03:04
now go to Windows General editors, component editor.
03:09
So we can see here under the smooth skins tab
03:12
the weight values.
03:14
Let's change them So they are fully weighted to the upper spine control joint.
03:19
So set these to one
03:21
that's updated now.
03:24
So it's not perfect. So it needs more tweaking and adjusting,
03:28
but the shoulders are now more level.
00:04
At the heart of Sply,
00:05
Ike
00:05
is a curve
00:06
and the tool will create one for you automatically,
00:09
but I prefer to build my own
00:11
just so I know exactly how it's constructed. And what CVS I have to work with.
00:17
Go to the create curve tools,
00:20
edit point curve tool and open the options.
00:23
We want this set to three
00:25
cubic. So we get a softer curve
00:28
now holding V click next to each joint in the spine to create a series of points
00:35
when done press enter to finish the curve
00:39
and there it is our curve.
00:42
Let's rename it to spine curve
00:45
and go back.
00:48
Now we have the curve, we can create our Spline I
00:52
handle,
00:53
go to skeleton,
00:55
create ICA blind handle and open the options,
00:59
just reset this.
01:01
So these are the basic options.
01:04
We already have a curve so we can disable this.
01:07
We also don't want the curve parenting to the joints
01:11
so we can disable this too.
01:14
Now select the root joint
01:18
and then the end joint
01:20
and then finally the curve
01:24
and there we have our IK blind handle,
01:28
just rename this.
01:30
So unlike normal IK, you don't animate the main handle,
01:34
you deform the curve instead to control the joint's movement.
01:39
You see
01:39
if I select a CV and move it,
01:43
the joints follow.
01:45
So we get a nicer more natural movement,
01:49
I'll bring back the control joints now
01:52
and all we are going to do is bind them to the spine curve.
01:56
The default options are fine.
01:58
Just use selected joints as the bind to option,
02:03
we can now use the controls to move the control joints
02:07
which in turn are deforming the curve.
02:10
This curve is then now changing the shape of our main spine control joints.
02:17
Let's bring back the model so we can see him deforming.
02:22
Ah OK. Something's not right here.
02:25
Ah So it seems I created the IK Spline on the FK joints instead of the IK joints.
02:32
OK. I've just gone back and rebuilt it using the right joint chain this time.
02:37
Now we can adjust the controls and the spine deforms with them.
02:41
It may be that an area doesn't deform how you would like sort of
02:45
like here where the head is tilting as the top of the body moves.
02:49
Because we use the skin cluster on the curve,
02:52
we can edit the weight values to adjust how it deforms.
02:56
Let's show the curve
02:58
and select some of the upper cvs.
03:02
The top 3 may be
03:04
now go to Windows General editors, component editor.
03:09
So we can see here under the smooth skins tab
03:12
the weight values.
03:14
Let's change them So they are fully weighted to the upper spine control joint.
03:19
So set these to one
03:21
that's updated now.
03:24
So it's not perfect. So it needs more tweaking and adjusting,
03:28
but the shoulders are now more level.