IK Spine tutorial An
IK spine will allow an animator to animate the hips while the chest
stays stationary and vice versa. This is very useful and fast for
animating characters in many different situations.
See an example of the spine in action: Spine_movieYour spine should look similar to the image above. You should have a total of 5 joints up the spine including the neck.
Before you start you should make sure your joint orients are correct and all rotation values are zero.1.Go to
Skeleton>IK spline handle tool (options) and set the options according to the image
2. Next click on the
root bone then the
neck bone to create the spline IK handle
3. Rename the new handle to
spine_IKhandle. Name the new curve that was created
spine_curve and in the attribute editor uncheck the box
inherits transform4. Open the attribute editor (ctrl+a) and set the attributes on
spine_IKhandle to the following
Enabling the Advanced twist controls allows us to twist the start and end of the spine independently5. Select
spine_curve and hit F9 to go into vert selection mode
6. Select the top half of all the verts in the curve and go to
create deformers>cluster name the cluster
chest_cluster7. Now select the bottom half of all the verts in the curve and go to
create deformers>cluster name the cluster
hip_cluster.
8. Make
two nurbs control boxes and snap them at the
root and
spine3
joints
(see Triple Arm Control tutorial for how to make nurbs controls)9. Name the top one
chest_ctrl and the bottom one
hip_ctrl10. Freeze Transformations on the two new controls and delete history.
11. Parent the
hip_cluster to the
hip_control and the
chest_cluster to the
chest_control.
Now
if you move and rotate the controls you will notice that the chest and
hips should move and rotate with the controllers. But, if you twist
along the Y axis nothing happens, to fix this we will now connect the
spline IK twist controls.12. Create a locator and name it
hipTwist and snap to the
root bone.
13. Create a locator and name it
chestTwist and snap to the
spine3 bone
Now we will connect these locators to the spine_ikHanndle twist values using the connection editor.14. Open the connection editor
window>general editors>connection editor15. Connect the
hipTwist "RotateY" value to
spine_ikHandle "
dTwistStart" (You can find
dTwistStart under
dTwistStartEnd)
15. Connect the
chestTwist "RotateY" value to
spine_ikHandle "
dTwistEnd"
16. Select
hip_ctrl then
hipTwist and
constrain:parentNow when we twist the hip_ctrl it will twist the locator which will drive the spine twist start value17. Select
chest_ctrl then
chestTwist and
constrain:parent18. Now select
hip_ctrl and
chest_ctrl and parent them to
root_ctrlDone! Now wiggle the chest and hip controls and try them out!!!