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Rigging bones for a fish
Hey, basically I need to do some tests with how to animate a fish. I was thinking about using a spline as a path constraint for the fish to follow. I've done a really basic fish shape and I need to convert them into actual bones so they have an IK hierarchy. How should I go about doing this?
Cheers in advance
read 1004 times
2/17/2011 12:11:56 AM (last edit: 2/17/2011 12:11:56 AM)
Joey Parker Jr.
Use a spline IK solver.
You can find a good tutorial on this in the volume II pdf tutorials here:
read 989 times
2/17/2011 1:53:20 AM (last edit: 2/17/2011 1:53:20 AM)
well fish dont just move their body along a wavy line to move forward, they do the wavy thing to move in a straightish line (or wherever they are going) so imo the actual path of the fish and the kinematics of his movement should be seperated
I would probably use the head as main node (top of the hierarchy) with its pivot altered to be more around center of the body and path constrain it to a spline that defines the overall journey of the fish. For the wavy motion spline ik is probably a good idea since you can flip its swivel angle without flipping the bones, a 3 point spline would be optimal i think. Then you can link the 2 side helpers created by spline ik to the main node(head) and move the tail one closer to the middle one so instead of dragging the final bones it curves them towards middle. After that create a 2 point spline around the length of the fish and set it right across the fish and link that to the head too, then parth constrain the middle helper of spline ik to it so you now control the wavy motion by path %. Now its just the matter of wiring overall path% -> middle helper path% with a mathematical formula that would alternate 0 to 100 over and over as the fish moves along main path, something like (Percent*10)-floor(Percent*10) would wave it 10 times for example
read 967 times
2/17/2011 9:01:50 PM (last edit: 2/17/2011 9:01:50 PM)
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