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View Full Version : Animating with Spline Motion and secondary animation



DCjr
12-14-2015, 03:46 PM
I really like the spline motion feature in Lightwave. I bought the Origami plugins and used the handy Convert Motion 2 Spline Motion plugin.

Is there a way to control secondary animation and keep it aligned with the spline? Is there a work around?

The problem is with branching hierarchies that I want to add secondary animation to. Note in the attached image, you can see the mouth - which I want to open at times - does not align to the path- if I use the spline control on the jaw bone, I will lose the ability to manually animate the bone. Same with the tail. And another issue happens with the tail - Since I reversed the bone direction in setup - if I use spline control, the bone will flip and align the tail bones into the belly. That makes sense because of the automated alignment.

I have to manually animate the secondary branches to animate and/or fix the deformation when it needs correcting.

Anybody have work arounds.

vector
12-14-2015, 11:36 PM
HI

I just tried it with the shark spline control sample scene. Bake the bones using this plugin by MentalFish http://mentalfish.com/2009/09/motion-baker/ , deactivate spline control (since you have the motions baked you won't need it anymore) Now you can manage the keyframes you need to manipulate (erase, add, move) and create your secondary animation.

DCjr
12-15-2015, 01:00 AM
HI

I just tried it with the shark spline control sample scene. Bake the bones using this plugin by MentalFish http://mentalfish.com/2009/09/motion-baker/ , deactivate spline control (since you have the motions baked you won't need it anymore) Now you can manage the keyframes you need to manipulate (erase, add, move) and create your secondary animation.

Thanks
Not sure if Im going to use this. I will be refinining the animation and it won't be final until it is approved. Its part of a 3 and a half minute animation - so there are lots of frames. I might use something like that for animation that has less frames.

Skywatcher_NT
12-15-2015, 05:34 AM
You could parent a second bone on top of the mouthbone, same length, same place and
give this 100 % strength to deform the mesh. The 'original' mouth bone can be aligned to path and set to 0 % strength.
This way it is easy to animate it on top of the existing bone.

RebelHill
12-15-2015, 07:53 AM
Yeah... the only way really is to build a layered rig. Just having a child on each bone wont cut it as they themselves wont be connected to each other hierarchically, but the idea is basically the same. Have a base layer thats bound to the spline, with another hierarchy strung over the top for secondary control.

For instance, see the attached scene, where this is done nodally. The rotation of each bone is gotten via DP bone info (which gets the spline constrained rotation), and this is added to the rotation of some other controller (in this case the light). This allows you animate on top of the splined animation easily without building more complex hierarchies.

Ryan Roye
12-15-2015, 09:33 AM
The best way is through spline cages. Although it is a 3rd party solution (http://www.3rdpowers.com/), nothing comes close to the level of flexibility it offers. Quick example demo below.


https://www.youtube.com/watch?v=WaBIXn9LrXs

I do expect achieving this effect natively without sacrificing interactivity or flexibility in the rig will be much, much easier when LW 2016 is released.

DCjr
12-15-2015, 12:38 PM
Thanks for the tips! I will look into them.