Hello i've made a cyborg (a human body with metallic parts) and i have alot of difficulties with the rigging (the metallic parts deforms when i dont want them to) and especially the backbone! there are several metallic vertebras attached to the back of the human, i made one vertebra and made an array modifier with a curve modifier How can i avoid any deformation? Is it the curve that i need to parent to the rig?
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$\begingroup$ To avoid modifications at all, you could apply that curve modfier. To avoid parts deforming you can adjust weights. Having at least a view of your rig and model, would help suggesting how... $\endgroup$– m.arditoCommented Oct 10, 2016 at 10:23
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$\begingroup$ [link]i.imgur.com/XjMusyb.png [link]i.imgur.com/hxFknTf.png I modified the backbone to test another method, i dont have any curve modifier on my mesh $\endgroup$– DhieenCommented Oct 12, 2016 at 13:22
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$\begingroup$ pasteall.org/blend/index.php?id=43931 $\endgroup$– DhieenCommented Oct 12, 2016 at 13:54
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$\begingroup$ I see now: so the rig must deform the body, but the metallic vertebras should follow the deformed body they are attached to, but not be deformed by the rig, right? $\endgroup$– m.arditoCommented Oct 12, 2016 at 17:14
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$\begingroup$ Exactly! its a mix between organic and mecanic... $\endgroup$– DhieenCommented Oct 12, 2016 at 17:43
1 Answer
Ok, this is what you could try, I hope it fits with your workflow, or at least inspires you to find a better way:
- put the body in rest pose
- apply the vertebras modifier (array+curve)
- separate vertebras mesh into separate vertebras objects
- then, create a vertex groups (1 vertex each) on the body back skin, one for each vertebra, which will get "attached" to that vertex later.
- then I would create a "child of" constraint for each vertebra, with the right vertex group as "target"
eg: if this is your rigged body (here posed)
select the "body" and create (eg) two vertex group, one "skin" vertex each:
and
then "attach" each vertebra (here is a sphere) to its vertex group using the "child of" constraint (after adding the constraint, you may need to reposition the "vertebra" where it should be, if it goes elsewhere):
then, when you pose the rig, the body follows the rig, and the vertebras follow the body, without deforming.
Note: parenting is not the same, will not work well, use this kind of constraint.
edit
after understanding better the rig/model pose, I expand to add details of what I intended...
preface:
- I reverted the rig to the "rest position"
- you created an "array" of 14 vertebras but not using the array modifier, instead you parented one base vertebra to a curve and used the "frame duplication" feature of such setup, setting the "path animation" frames of the curve to 14.
- since what I intended to do above needs 14 real vertebras, not duplicated ones, after setting the mesh "duplication" frames end also to 14 (it was 99, default probably), I used the "make duplicates real" comand, and removed the "base vertebra" parent to the curve.
and
obtaining 14 real vertebras, with no duplication
then I've hidden all vertebras but the first 2, to keep the example simple to visualize (the whole model is really complex)
after that, I went in edit mode of the body mesh, and created two separate vertex groups, 1 vertex each, each to be the "hook" for a single vertebra.
- then, I added to each vertebra the constraint "child of", targeted to each vertex group, and placed them where they should be in rest pose
in solid mode
from the side
- now, going back to posed mode, each vertebra sticks to and follows its vertex group, without deforming, but you may need to adjust something to make them move as you desire: the model spine moves quite a lot, and that move vertebreas also... maybe using vertex groups of more than 1 vertex blends the vertebra movement better ... I just tried to keep it simple.
here below you find the updated model with the 2 example vertebras seen in the screenshots above...
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$\begingroup$ i.imgur.com/cUeOR2y.png i.imgur.com/eIYKXZp.png Well... Its like... worse than before... i must have done something wrong! $\endgroup$– DhieenCommented Oct 12, 2016 at 21:19
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$\begingroup$ ? are they still deformed? or do they move around? I can't think what could be happening, your model seems quite complex... I' looked your .blend, now, I can't understand how to pose the rig, though, every bone seems locked...? sorry I'm not that good at riging... $\endgroup$– m.arditoCommented Oct 13, 2016 at 7:05
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$\begingroup$ No they arent deformed but they are not at the right place! and they rotate strangely... for the rig you have to open the "N" window and go at the rig and click for the IK $\endgroup$– DhieenCommented Oct 13, 2016 at 10:09
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$\begingroup$ I can't find that switch in the properties panel... maybe it comes with som addon? $\endgroup$– m.arditoCommented Oct 13, 2016 at 11:02
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