No-Flip Shoulder Demo: BLOG

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  • เผยแพร่เมื่อ 9 พ.ย. 2024

ความคิดเห็น • 10

  • @PAGAN99
    @PAGAN99 9 หลายเดือนก่อน

    Thank YOU!

  • @saullandiof5768
    @saullandiof5768 2 ปีที่แล้ว

    this is a fantastic tutorial

    • @jreinhart3382
      @jreinhart3382  2 ปีที่แล้ว

      I'm glad people are still finding it useful after so long. I actually don't use this method anymore I do this bindpose.com/maya-matrix-nodes-part-2-node-based-matrix-twist-calculator/ which is cleaner.

    • @deuksooseo
      @deuksooseo ปีที่แล้ว

      @@jreinhart3382 Finally found the perfect way~!! Thank you

  • @mzcom2530
    @mzcom2530 3 ปีที่แล้ว

    Hi Jonah, first of all, thank you for your videos, I've learned a lot from them. I have a quick question about this one:
    Is there any particular reason that you use the shouldercontrol as world up object for the motion path instead of the initial shoulder joint?
    I've had to put in roll joints in a rig a view days ago, which had set up the IK and FK mode for the arm in a way, where everything in the arm would switch modes together, including the clavicle. Meaning IK_Shoulder and FK_Shoulder were not the same control. It was a strange setup, but I was brought in as Animation had already begun, so rebuilding the clavicle was not an option.
    I ended up just using the shoulder_bind_joint as world up object, since this joint stays the same in both modes. On first glance, that worked perfectly fine, even when I thew a blendshape and a sine deformer on the curve I had no issues during the animationtests I made.
    I was just wondering, if there is something I'm overlooking with this setup, some kind of cycle or double calculation that will make it explode at a certain angle or something...
    Anyway, if you there is a reason to not set it up this way, I'd be curious to know what I overlooked. But there's no rush. :)
    Have a nice day

  • @dustinbaugh6263
    @dustinbaugh6263 6 ปีที่แล้ว

    I used something like this, but without the locator and motion path because I only needed one joint to keep a shirt sleeve from twisting with the arm. The only problem I'm having is I can't turn my character around 180 degrees or it flips! I've been able to work around it so far, but I have a shot coming up where the character actually spins around really fast so I have to fix it. Any ideas?

    • @dustinbaugh6263
      @dustinbaugh6263 6 ปีที่แล้ว

      Actually, what's happening is when I rotate the character 180 degrees in Y with the main transform control all of my joints in the upperbody rotate 180 degrees in the x-axis. The no-twist joint is still at 0 which makes the mesh twist. I don't really understand why this is happening. I just did a quick test on a simple skeleton with the same type of control hierarchy and the joints don't rotate like that when I rotate the main control. Ugh.

    • @jreinhart3382
      @jreinhart3382  6 ปีที่แล้ว

      Hopefully you were able to find a solution (since I'm 5 months late with a response) what I guess would be the issue is that the joint segment with the noflip ikHandles isn't a sibling of the shoulder jnt.

    • @62cky4powerthirst
      @62cky4powerthirst ปีที่แล้ว

      Try checking if you need to disable "Inherits Transform" on the motion path, it might be a double transform.