Search the Community
Showing results for tags 'spine'.
Found 2 results
Hello I'm trying to create a quasi-ribbon type spine setup with sops. I've got two Null controllers that drive position and orientation using quaternions. The orientation is derived using vectors from points in the null controllers. I then used a mix in a vop to blend the orientations to get almost good twisting in the spine. The problem arises when I rotate past a certain amount the orientation flips. I think it's a quaternion thing, Maya does this all the time. Is there a better way to create this kind of setup with no flippen flipping? In the hip you'll see that I'm animating only the top controls Y rotation and when goes just passed 236 it flips. Any help would be super appreciated. Kev dynamic_spine_03.hipnc spineFlip.mp4
Hello, I know mocap have been talk several time on the forum, but I didn't found the answer to my question. I'm trying to map mocap to a character rig, but I cannot find the spine bones to link them to the mocap skeleton. Where are they, if they are any ? I cna see the controller, but I can't link them... I think it will be the same for the head ? I know it's probably a noob question, but that is what I am Thanks Doum