• Maya

Creating the spline IK

Create a spline IK handle for the spine, so that deformation of the spline controls the joints' movement in the spine of the character.


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.

Video 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.

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