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How do I take a rig apart?
I'm looking to animate some of my Spine characters falling into pieces. Think head falling off, arms falling off, etc. But, I do not want to have to counter animate each piece. How would I go about rigging something (lets say head), to function as per usual, but then be able to detach and animate freely, from the rest of the body?
I was thinking about trying to create an IK constraint for each piece, but have them all keyed to FK, until I was ready to detach. Is that a smart way of doing it, or am I just thinking all wrong?
I may have figured something out, but it feels a little 'crude'.
I've created a 'Transform Constraint' to which I can key the 'Mix' of what I would call FK and World.
Is there a better way to go about this, than that?
Hi Joker, at first, I would have suggested exactly your approach in the second message! This is especially good if you have something like a sword that you want to detach, or not too many things.
A second simpler approach could be to try to use the compensate bones button, as it allows you to move a parent bone without moving the children, by creating keys for the bones AND for the children so that they stay in the same place without following the parent. Tools - Spine User Guide: Compensation
I think it could be an even simpler and better solution for your case since you want to not have to counter animate things.
This is also the best if the body falling apart only happens in the death animation.
TransformConstraint would be the best way to go right now. We currently don't have plans to have the ability to animate the organization of the hierarchy.
Thanks everyone! I've been using the Transform Constraint system, with some success.
So, I have a new issue I'm running into, while trying to set up characters to break apart. I had used the Transform Constraint system on two other characters, but neither have IK legs, below where I'm detaching. So... Now I have a 4 legged creature that will break apart in the middle. The front and rear legs have IK. When I merely create a transform constraint on the front body part (where the IK legs are hooked up), it completely breaks the IK. How can I cut a character in half, and have all the IK still function?
Hi Joker0720, constraints can be reordered in the constraint node, just drag the transform constraint before the IKs so that the IKs are applied AFTER it and they will work again! Constraints: Order
Erikari a écritHi Joker0720, constraints can be reordered in the constraint node, just drag the transform constraint before the IKs so that the IKs are applied AFTER it and they will work again! Constraints: Order
You're amazing, thanks so much!