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IK spine in Blender

9

JiriH is working on his "proof of concept" on how to make IK spine in Blender.

"This could also work quite well for tentacles, tails or even elephant trunks
:-) As in other cases of "little bit advanced" rigging in Blender good old
lattices do the trick."

"- use mesh "curve" (in fact subdivided edge - line of vertices)
- use chain of bones, each one copies place of one vertex and stretches towards the following one

- use lattice in b-spline mode on mesh curve, so the mesh curve has nice bezier bending

- use hooks on lattice driven by bones controllers to manipulate the lattice"

9 Comments

  1. man, even though there's a lot of confusion in the blender community about the utility of spline ik, there will be quite a few people who will be very happy when actual spline ik comes to blender. this looks like one step closer. thanks, JiriH.

  2. Very nicely done JiriH, I remember the thread at BA. I know I'm not the only one who appreciates it, wonderful work.

  3. Amar Ashworth on

    Very cool, I will be looking for a way to limit the Squash\Strech factor of each bone in the chain(for easyer animation) but overall this is a nice implementation.

  4. Hi,
    nice work.
    I've done something similar last year.

    Spline IK in Blender is still needed unfortunatly.

    What if we all could contract a developer, and pay him to develope that tool ?

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