This's
tutorial will show you how
to create stretchable IKsolver
that can help you to create
unusual character or whatever
you want. You can apply this
method to some of your works.
This tutorial is just a guide
to show you how to use constrain
point and orient and I hope
it will be helpfull for you.
We're
going to create joints like
in the picture on the right.
You can see we got a lot of
joints, so I give you my joint's
position and joint numbers
so you don't get confused,
because we're gonna use a
lot of constrains.
1.
We create joints like in picture above.
Make sure you remember your joint’s
number.
2.
Create: ikRPsolver at joint 7 and
joint 9 like in the picture.
3.
Create: two locators and move to joint
1 and joint 3. Make sure they snap
to the joints (ctrl+v).
Select
locator1 and joint 7 then constrain
point.
Select
locator1 and joint 1 then constrain
point.
Select
locator1 and joint 10 then constrain
point.
Select
locator2 and joint ikRPsolver
then constrain point
Select
locator2 and joint 3 then constrain
point
Select
locator2 and joint 12 then constrain
point
Note:
you have to select which you
want to control first.
1.
After we finishing with the
constrain points, we have
the joints like in the picture
on the right.
2.
Select joint 7 and joint 1
then constrain point.
Select
joint 10 and joint 1 then
constrain point.
Select
joint 8 and joint 2 then constrain
point.
Select
joint 11 and joint 2 then
constrain point. (According
to the red arrows.)
3.
Select loactor 1 and joint
11 then constrain point.
Select
loactor 2 and joint 11 then
constrain point. (According
to the red arrows.)
1.
Now we're gonna do some constrain
orient. Why we should to do
that? Because this tutorial
is showing you how to make
stretchable leg so we might
want to use constrain pole
vector to control the knee.
That's why we have to do constrain
orient too. (I will show you
how to use constrain orient
for control knee in the next
tutorial.)
2.
Create: Distance tool (Create-->Measure-->Distance
Tool) and put it in front
of the leg (it doesn't matter
where exactly, put it somewhere).
Now we have locator 3 and
locator 4.
Select
all locators (1,2,3,4) and
open hypergraph. Then go to
Input and Output Connections
menu on Hypergraph icon menu
(small hierarchy picture).
We're gonna see a hierarchy
like in the picture. Then
drag locatorShape 1 to distanceDimen
like in the picture and choose
"other ". Open connection
editor then in the Output
list select "worldposition"
and in the Input list: "start
point". Then drag locatorShape
2 to distanceDimen too and
choose "other",
open connection editor, then
in the Output list select
"worldposition"
and in the Input list:"end
point".
Now
the distance tool is already
put between locator 1 and
locator 2. Now you select
locator 2 and move it down
like in the picture. Make
sure iksolver stretches just
enough for the three bones
to appear as a single straight
line. You have to write down
the iksolver's distance, for
example my distance was 13.539.
Now return to the old pose
(ctrl-Z or something like
that).
Select
joint 2 and go to Channel
shapes. Select joint_pointconstraint1
(in the left red circle),
you can see two weights appear
below the channel (joint8W0
and joint11W1), set joint11W1
to 0 (in the right red circle).
Select
joint8W0 and open expression
editor and type the following: