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Bolos

IK-Spline tongue moving sideways

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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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  • Ahah yes. I think I managed to get it right. Thanks a lot @everfresh!

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  • Hey @everfresh, I'm getting real close to the final look I want but still have a few problems that I have a hard time to resolve.

     

    The main one is that there's some latency/updating issues between the viewport and render.

     

    I'm trying to sync the tapping feet to the beat but there's some update thing going on in the viewport.

     

    If I move the green playhead it looks like the render, but when I release it, there's a small fix going on to match the actual keyframed positions. If I use the backward/foreward arrows instead, the small fix is only happening when I select an element in the object manager.

     

    • What I mean is that the render doesn't seem to use the real keyframes but what I get before those little "updates". So I can't precisely pose my feet with this going on. Do you know this issue and how to handle it ?

     

    • In the Redshift render (posted here https://couill.art/project/can-t-hide-lovethe eyes seem to be wobbly and I suspect there's again priority issues. But when I make a hardware render with polygon lines visible, I don't see any shifting. So I'm kinda bamboozled.

     

    • I also tried to do the "parenting null trick" to have the toes of the first lizard to follow its tail but I guess I have a priority problem too here.

     

    • I finally noticed I wasn't quite right with maintaining the heels in position, I played with the PSR/parent constraint on the heel bone and it's priorities but didn't found the perfect solution yet. It also looks like the tibia is changing height instead of moving the knee. So if you have some time to look at this too, that'd be awesome.

    I uploaded an update of my lizards (with assets) here if you want to have a look https://we.tl/t-EY8cxB0D92

     

    Thanks in advance !

     

    PS Man, I know I already owe you a lot, if there's anything I can do for you, please ask.

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    @Bolos i wish i was better at priorities, but it always takes a lot of tinkering for me too to get it right. i will take a look, but i can't promise anything, gonna have to set myself a time limit :D

     

    btw, is that song george duke? sounds totally like a george duke tune, have a lot of his records in my shelf...

     

     

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    regarding the feet: even in the viewport stuff is lagging (a lot) when you move the controllers. you set some of the tags to generators, others to animation. set all the tags from the heel downwards to expression:2, now it's tight in the VP. usually if it's tight in the viewport and you don't get any refresh issues when hitting undo it's also gonna be fine in the render.

     

    also try setting the parent constraint for the eyes to 2 instead of 1, since the spring constraint on the head is set to 1 that might fix it. i don't see much difference with or without the spring constraint, maybe just get rid of it? you can as well just animate the delay you get from it by offsetting the head keyframes one frame...

     

    btw, the tail also lags, set the ik for the tail to expressions as well.

     

    to be frank it's always somewhat of a nightmare to figure out another persons rig, and you've done quite a lot of things there i would do differently. 

     

     

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