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Global Scaling Rig Issue (4 posts)

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  1. Terrel-fen

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    Member
    Posted 8 years ago
    #

    Hey everyone,

    First post here on Rigging101, and with the question I have I figured this forum may be able to help me. I recently purchased the puppet rig from Gnomon and followed it through from beginning to end, and I have a question regarding this rig setup.

    I am wanting to be able to scale the rig from a global/master control object, but they do not cover this, and I have not been able to successfully accomplish this. I have added parent and scale constraints to the controls and skeletons group and am able to translate and rotate the rig this way without any issues. My issues come up when I try to scale the rig. It does scale but the IK arms and legs, which are stretchy, along with the stretchy IK back do not scale as they should.

    I've scoured several forum boards, including this one, looking for potential answers after my own exploration turned up nothing. I get that it is probably related to the arcLength distance used for the spine and the locators/distance used for the arms/legs, but I am not sure how to properly account for them.

    I have not used any expressions, and some of the potential answers involve using expressions. I have none to begin with, and I think I need another multiply/divide node to go somewhere, but I'm not sure where and how it needs to be connected.

    So my question is has anyone else come across this problem, and could they please help me out with this?

    Any help would be greatly appreciated as I've already spent a good portion of this past weekend trying to figure this out.

    I can email the file or upload it if that will help.

    p.s. I am using the JJ geometry from Jason Schleifer's Animator Friendly rigging DVD's I purchased as my model to test this rig out.

    Thanks for any help you can lend me.

  2. Javier "Goosh" Solsona (admin)

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    Key Master
    Posted 8 years ago
    #

    Welcome to the forum

    I have not seen that rig but yeah, you might need to check the scale/arclength and pipe that number back into your global IK controllers.

    I don't really have an example in front of my to check out. But find a rig that can scale and follow that they do if possible.. that's the best I can suggest right now :S

  3. mlefevre

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    Member
    Posted 8 years ago
    #

    Hey,

    Plug your global scale (x,y, or z) into a multiplyDivide's input1X (set to multiply).
    Set it's input2X to the default length of your curve.
    Connect the output into your multiplyDivide's input2X that is dividing the dynamic curve length by the original.

    So, if your default curve length is 10, and your global scale is 2,2,2 then:

    globalScale * curveLength = 20
    20 / 20 = 1.

    The joint's scale will receive the value of 1, and the global scale will be 2.

    Good luck!

  4. Terrel-fen

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    Member
    Posted 8 years ago
    #

    hey guys,

    Thanks for info, I'll give it a try. I should also mention that I have the multiply/divide node going into a condition node to check the value of the arclength, do I need to adjust any values in there as well?

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