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Snake rig?
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  • Solbester
  • Posted: 15 November 2010 06:26 AM
  • Location: Miami
  • Total Posts: 105
  • Joined: 10 February 2009 06:37 PM

I need a little help rigging a snake. Can anyone help? I tried the ikspline but it just looks like its wiggling. Thanks in advance.



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  • tkaap
  • Posted: 15 November 2010 04:06 PM

Have you tried making the snake into a flow object?  If you only need a snake slithering on the ground, a flow object might be enough. 
This tutorial delves into flow objects.
http://area.autodesk.com/tutorials/3d_strokes_in_maya_3ds_max

If you’re trying to rig a snake as a main character (with lots of detail and movement options), a flow object probably won’t be enough.

-T



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Hello,

Thank you for your reply. the stroke is clever but not what i need. The movements the snake makes are very detailed. Thank you for your help :D

Author: Solbester

Replied: 16 November 2010 01:32 AM  
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There is a really cool technique for using geometry constraints shown in this thread:

http://tech-artists.org/forum/showthread.php?t=1266



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this is cool but two problems, one my pieces don’t stay in place and two once you’ve done a movement you cant undo it. When i undo it the main piece goes back to place but the other pieces stays off set. Thanks though :D

Author: Solbester

Replied: 16 November 2010 03:26 AM  
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try again with the splineIK:
-make about 2x so many joints as points of control you want.
-then Apply the SplineIK.
-Select the Spline Curve (you may use auto create curve setting in the spline adjustments)
-go to MenuSet:surfaces -> edit curves -> rebuild curve and choose the desired number of spans (Editpoints)
-go to (still in surfaces MenuSet) ->edit curves -> selection -> cluster curve: this will create a cluster deformer on every curvepoint of your selected curve.
-Create some control objects (for example: NRUBS circle) vert snap them (or just theyr pivot) to the cluster and make a point constraint (or parent, - its left to you)
note: you can mix constraints, for instance: parent constraining two clusters to one object will leave you a nice effect - test it out ^^

Well, i find that this is the best solution to rig objects like snakes, chains/strings, tentacles and stuff like that and hope that this short explanation helped you out :)



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hey thanks for the quick tutorial, it did help out a lot all though i didn’t understand “make about 2x so many joints as points of control you want” you mean make twice as many joints as there are parts? See what I’m rigging is animated like a snake but it is not a snake. think of it as a bunch of spheres that have been boolean together using intersection and they have to rotate a certain way while still staying inside the sphere. Kind of like the who ball joint in socket of a toy character scenario. I don’t know if that makes sense but this seemed to work so thank you very much :D.

Author: Solbester

Replied: 17 November 2010 12:52 AM  
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yea i ment that. But, well its not obligatory, you should create as many joints as you consider to be needed for the rig. But in most of my cases its about 1,5 - 2 times as much as control points.



Intel Core i7-3930k CPU @3.20GHz(12CPUs); Windows 7 Prof. x64; 32 GB DDR3 RAM; Zotac GeForce GTX580 3GB GDDR5; Asus P9X79 Deluxe; 128GB SSD + 2 TB Samsung HD

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