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Bolos

IK-Spline tongue moving sideways

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7 hours ago, Bolos said:

Thanks @everfresh!

 

I'll try that and adding another spine bone.

 

However, I guess this mean I'll have to redo all the weighting and post morphs ?

no, you don't  have to redo all the weighting, you just have to paint some weights for that newly created joint so it can serve its purpose. also the pose morphs will stay intact, those only mess up if you change the point count on your mesh.

 

 

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  • @everfresh For info I just had to disable the psr and add a parent one on the tongue null constraint and the tongue is now working as expected! Didn't even had to get it out of my controllers. The priority was set to expression 2 though, that might be the reason why ?

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    10 minutes ago, Bolos said:

    @everfresh For info I just had to disable the psr and add a parent one on the tongue null constraint and the tongue is now working as expected! Didn't even had to get it out of my controllers. The priority was set to expression 2 though, that might be the reason why ?

    probably, yes... i did try something around those lines i think, but i still had a lag (probably just didn't have the right priority settings, always a bit hard to take everything into account on a rig i haven't created by myself)...

     

     

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  • @everfresh Ah I tried to organise it clearly but yes I totally understand that.

     

    I just tried to use your second option for the hand/belly thing because it seems more flexible to me.

     

    I may have it wrong but if adding bones is a better solution, that also mean that one should make similar constraints near a joint (where there's more chances to have 100% weighting to a single joint) ?

     

    Anyway, I managed to get a null clamped to the belly without any latency, but when making a parent constraint on the wrist (like it works for the tongue) to that null, there's still some delay. I played with priority options and numbers but no miracle so far.

     

    Wanna have another look on the updated file maybe ?

     

    https://framadrop.org/r/ko_0nLAH8h#6qk7lk5BzFRNa2OhpkWEzwAhJMNefrFriAl0GA+vvoM=

     

    The new clamped null is a purple one called Wrist Position.

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    17 minutes ago, Bolos said:

    @everfresh Ah I tried to organise it clearly but yes I totally understand that.

     

    I just tried to use your second option for the hand/belly thing because it seems more flexible to me.

     

    I may have it wrong but if adding bones is a better solution, that also mean that one should make similar constraints near a joint (where there's more chances to have 100% weighting to a single joint) ?

     

    Anyway, I managed to get a null clamped to the belly without any latency, but when making a parent constraint on the wrist (like it works for the tongue) to that null, there's still some delay. I played with priority options and numbers but no miracle so far.

     

    Wanna have another look on the updated file maybe ?

     

    https://framadrop.org/r/ko_0nLAH8h#6qk7lk5BzFRNa2OhpkWEzwAhJMNefrFriAl0GA+vvoM=

     

    The new clamped null is a purple one called Wrist Position.

    the issue isn't the null or the wrist controller, those don't have a lag, what does have a lag though is your constraint of the wrist joint to the wrist controller... 

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    ok, the constraint from wrist joint to wrist controller isn't the problem either, it's the arms ik chain. i'm getting really weird stuff happening if i'm trying to change things... 

     

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    i was wrong again... :D

     

    the arms ik also is fine... what's causing the problem is you prio settings for the spine. set the prios on the psr constraints on the hip joint, belly joint and chest joint  to 1...

     

     

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  • Ah thanks for your time @everfresh. I just did that but now everything's moving lol. It seems more natural now but even when I enable Position on PSR constraints, for example on the heel, it keeps on wobbling. So it's somehow worse.

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    the beauty of priorities... now you would have to set the prios for the legs to also calculate after the spine. so a value >= 1

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    same goes for the parent constraint on the eyes.

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