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
Interesting. I suppose this just gives you more overall control of your object? (Such as for elephants trunks - as JiriH said.) Alright, thanks, this may be useful.
God bless,
Benjamin Bailey
http://minosafilms.wordpress.com/
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.
Very nicely done JiriH, I remember the thread at BA. I know I'm not the only one who appreciates it, wonderful work.
Thank you very much. This is still WIP and I hope to release final version by the end of summer holidays.
Great, this will be very useful and THX :)
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.
Had this been available earlier, Elephants Dream could have featured actual elephants :-)
Good job
@Auria - lol, and I suppose Big Buck Bunny could have actually featured ac... oh wait. damn.
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 ?