For the attack animation I have proposed, I am going to use inverse kinematics on the arms as so they keep their place without problems when holding the staff; I see forward kinematics causing problems with not being able to hold their position when I animate the torso of the character. The problem I have encountered is figuring out how to rig the staff so that both the hands keep their position on the staff when moving around.
Below is an image of the Outliner, showing the hierarchy of the grouping and parenting that I made which resolves my issue. To do this I created a 'Staff_Grp' and placed the left hand controller and staff into it, so the left hand is now controlled by the Staff_Grp's translation and orientation. I then made the group 'Staff_Hands_Grp' and placed the Staff_Grp in there, so now the Staff_Grp, staff and left hand are controlled by the Staff_Hands_Grp group. I then parented this all to the orientation and translation of the right hand's controller, so that however I move the right hand/arm, the staff and left hand/arm follow its lead and therefore keep both hands on the staff at all times. You might think this reduces the ability to move the arms freely, however this rig allows me to control the elbow with a different controller, and therefore I can control them uniquely as so to not produce a twinning action, but still control them together if I want to.
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