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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.ardito
    Commented Oct 10, 2016 at 10:23
  • $\begingroup$ [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 $\endgroup$
    – Dhieen
    Commented Oct 12, 2016 at 13:22
  • $\begingroup$ pasteall.org/blend/index.php?id=43931 $\endgroup$
    – Dhieen
    Commented Oct 12, 2016 at 13:54
  • $\begingroup$ 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.ardito
    Commented Oct 12, 2016 at 17:14
  • $\begingroup$ Exactly! its a mix between organic and mecanic... $\endgroup$
    – Dhieen
    Commented Oct 12, 2016 at 17:43

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Ok, this is what you could try, I hope it fits with your workflow, or at least inspires you to find a better way:

  1. put the body in rest pose
  2. apply the vertebras modifier (array+curve)
  3. separate vertebras mesh into separate vertebras objects
  4. 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.
  5. 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)

enter image description here

select the "body" and create (eg) two vertex group, one "skin" vertex each:

enter image description here

and

enter image description here

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):

enter image description here

then, when you pose the rig, the body follows the rig, and the verenter image description heretebras follow the body, without deforming.

here is my example .blend:

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.

enter image description here

  • 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.

enter image description here

and

enter image description here

obtaining 14 real vertebras, with no duplication

enter image description here

  • 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.

enter image description here

  • 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

enter image description here

in solid mode

enter image description here

from the side

enter image description here

  • 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.

enter image description here

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! $\endgroup$
    – Dhieen
    Commented Oct 12, 2016 at 21:19
  • $\begingroup$ ? 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.ardito
    Commented Oct 13, 2016 at 7:05
  • $\begingroup$ 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 $\endgroup$
    – Dhieen
    Commented Oct 13, 2016 at 10:09
  • $\begingroup$ I can't find that switch in the properties panel... maybe it comes with som addon? $\endgroup$
    – m.ardito
    Commented Oct 13, 2016 at 11:02
  • $\begingroup$ Yes it is the addon rigify! $\endgroup$
    – Dhieen
    Commented Oct 13, 2016 at 17:39

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