View Full Version : How to rig a string?

03-26-2013, 09:25 PM
I want to make an easily posable life line for a space walk scene. I was going to create a string of bones and just pose it, but is there a better smarter solution?

03-26-2013, 09:36 PM
You could try Dangle from Worley.

The other option would be to place bones that aren't parented in a chain. They're just parented to the mesh. With this technique you don't need a lot of bones. Bones on the ends then maybe 1 or 2 placed in the middle. This way you don't have a lot of items you have to animate and because you have so few bones, each bone will have a greater influence over the mesh which will create a nice loose organic control over the mesh.

03-27-2013, 12:50 AM
That sounds the go.

03-27-2013, 02:01 AM
Would be easy with spline IK.

03-27-2013, 02:20 AM
I can't find that, where is it?

03-27-2013, 02:57 AM
Nowhere, just wishful thinking. But if you have 32bit LW installed you can use PLGs curve IK.

03-27-2013, 07:05 AM
I just think, ik booster and use that with a setup of bones, perhaps use together with a Genoma spine setup?

or make a 2point polystring and fx link that to a smooth string object, might be too advanced perhaps, you could check dynamics tutorials from greg sullivan on youtube...

I know there was one or two spine rig controllers out there somewhere, I think this is the IK_spline plugin mentioned, this Iv_spine is down for the moment though, maybe mail him.


03-27-2013, 10:57 AM
DPont spline deformer ?

03-28-2013, 02:03 AM
Well I'm trying to use IK Booster for the first time and when I right click on the bone I don't get anything, I'm meant to have a small menu show up. It could be this stupid laptop with it's Radeon AMD card, I must say I regret getting this particular laptop without a Nvidia card, I dunno, frustrating for sure.

03-28-2013, 04:55 AM
i think you need to right click on the object, not the bone, i think...

03-28-2013, 05:38 AM
i think you need to right click on the object, not the bone, i think...

Exactly ..make sure object is selected, not bones, then hover over it somewhere in center and right click, or pivot point, you could also simply, use the object properties tab
and under geometry add ik booster from the list.

ikb menu is found to the right lower screen in yellow..right above your animation frame setting, it is akward having the menu like this and not modular like most others.


03-28-2013, 05:48 AM
I know I'm late to the party...
But I so wanted to speak to this little, lost plugin: Rope Editor

What's cool is that once modeled, the two-point string can be used to generate any of the above mentioned approaches: Bones, splines, combos, etc.

But, I see, IKB to the rescue. Good hands there, too.

03-28-2013, 05:49 AM
was testing with genoma rig part spine 2 and IK booster, got some awkward results...have to try that more later, but I cleared it and used create skelegons.

For skelegons you can just draw out a single skelegon, select it and center it with set value tool, then select it again and use split skelegon to divide it halv, then run the command again and split til
you got the amount of skelegons you want, either work on seperate layer and past it back to one single layer later, or have the "w" statistics panel open if you need to select skelegons easier, save it and send to layout and under modify click the IK booster button, or add it under geometry tab/list as mentioned.

need to figure out why genoma rig behaved weird, must have done something wrong somewhere.


Ryan Roye
03-28-2013, 05:52 AM
With IKBooster, you can fix the end of the string and sculpt the shape of it at certain points for greater control. Fixing also allows you to isolate modifications to parts of a chain. You can also use bone dynamics seamlessly so long as you don't mind the motion being baked.

If you have trouble right clicking on the object to enable IKBooster, just select the object and add it through properties >>> Geometry tab (where it says "add custom object). Sometimes it is hard to enable IKBooster by the right click method, so on occasion I do it that way.

03-28-2013, 05:55 AM
Protons ik booster dynamics tutorial...
main menu...

IK booster youtube search
http://www.youtube.com/results?search_query=ik+booster&oq=ik+booster&gs_l=youtube-reduced.3..0j0i5.5110.7892.0.8010. 5.1017.8j3.11.0...0.0...1ac.1.PDtVW4GK7Wc

03-28-2013, 06:46 AM
might wanna check this IKB video from Webb >

and... >

03-28-2013, 07:23 AM
Thanks everyone, I am now able to get IKbooster working and am exploring how it works, I think it will give me what I need but I have to master it. Also, I've had my eye on that rope plugin for some time but just can't justify the purchase at this stage, it sure looks nice though. Thanks Prometheus for the link to Protons videos, I've bookmarked it.

03-28-2013, 07:28 AM
quick bone chain btw >

03-28-2013, 11:03 AM
quick bone chain btw >

Ahh..I forgot about edges to poly and converting it, had it hidden in my menu...thanks for revitalizing my memory banks.

you could use pictrix bezier and the curve mode, great with snapping and moving certain handles to position the curves or lines where you need them, no need to edge to poly convert, it works to convert
to skelegons directly...the other way is suitable for selecting edge from object itself of course, but using px bezier can draw a curve exactly as you want and then just direct convert to skelegons.

You can of course just use native spline draw too.


03-30-2013, 01:54 PM
by the way..heres one more dynamic tutorial with a hose,connecting two boxes with a 2 point polychains, and cloth fx...from our excellent tutor William Vaughan.

03-31-2013, 12:12 AM
Here's a cool demo that Splinegod did: http://www.youtube.com/watch?v=9-mPddEJMGo

Tutorial from SD LWUG: https://experts.adobeconnect.com/_a204547676/p3eoo7hgep6/?launcher=false&fcsContent=true&pbMode=normal