I have a model with eight appendages. The first appendage is weighted and works exactly as intended. But when I attempt to weight the second appendage, the vertices I select suddenly jump in one direction when the weighting is applied. Any help would be appreciated (I can send you the file if you’d like).
Thanks for the prompt reply. Hmm, I didn’t go into Auto Weight and press Calculate, and I thought that was how Auto Weight was applied. I did the weighting manually by selecting vertices and the Apply Selected under Commands (I’m using Cinema 2023). Is there a way for me to send you the file privately?
I would try to keep Joints as Hierarchy and not interrupted each time by Nulls. Spline IKs have some danger in them, as they can twist. If you like to curl them, perhaps use only Joints and no IK for the eight arms.
With simple joints, you could use a Pose Morph to establish the motions and have it stable while relatively simple.
I could not directly reproduce your problem, but I found that using a Workplane that is not on the world axis caused many problems in the setup. This is my hunch and what I think might have troubled you.
I have a setup in the file I sent back that allowed me to be very fast while having the 73 Controllers easily resettable. (Again, that might not work with Spline IK, a Bind pose reset is often the only way.)
Wow, I can’t thank you enough for setting up the rig. I’ll study it today so I can learn from it. It’s a very elegant solution. I’ll stick with the world axis on my setup to see if that’s where the problem was.
Although I’ll stick with your set-up, I’m sending along a recording of my previous issue. It happens when I go to Weight Manager, Joints, Tentacle3.Joint.0. Then Commands, Apply Selected. Those three highlighted vertices jump. And the same happens with all of the vertices on the third and fifth tentacles (but not the first, which for some reason works perfectly).
Reply to post #5
Thanks a lot. It was the fastest way I could think of at that time. I was using your Control-Nulls, creating a spline with the Nulls via Tracer, which is then Converted to Joints. Then Spline IK and done and copied (not CMD dragged) and pasted, then adjusted for the other seven “arms”. I saw a little lag in it, which is a priority lag and can be handled to a certain degree later. Still, your character is certainly not a mechanic creature with a machine’s predictability.
Reply to post #6
Could it be that you have “Tentacle 3 Real Spline.1” (which is a short one) in the Spline-IK but like to use the “Tentacle 3 Real Spline” instead?
Last night, I used a copy and deleted anything unrelated to the problem; some material in the scene doesn’t support your setup (Which might be helpful to you later on, but I missed some information. Deleting here meant: Including the short Spline.
Is that helping? (You mentioned a recording, but nothing showed up)
P.S.: I have reset the Work-plane, and the Character!
Robert, I have sent you your file back and aligned all parts.
Please check if the “Jump” happens as before. This is your joint set up, (hopefully) fixed.
(Private Message, I keep it private, as requested) I hope the image is not giving anything away. But people will read a long and need at least a little visual.
Yes, that stops the points from jumping. The only thing is, is, the controllers will no longer move the bound points (or, at least I can’t get them to). Can I ask what you did to fix the jumping-points issue?
I have reset the Workplane first.
I switched off the Skin Object.
Then placed, the Mesh was, so its axis was aligned with the World Axis.
All the Joint groups needed now to be newly aligned, and when they were, I used their Parent and placed only the Parent in the center. (L key or Enable AxisModification.)
After some tweaks and double-checking, I used the Set Bind Pose Weight tag.
Now the Skin was switched on again.
The Controller moves the points here. See GIFa. What Joints do they move, and based on the weight, they move specific points.
Controllers can move joints. Exploring where they are connected and what they are moving should be possible.