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PoserGirlsInTrouble — Handcuff rigging test

Published: 2011-11-19 15:17:07 +0000 UTC; Views: 3385; Favourites: 14; Downloads: 88
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Description This is my re-rigging of the handcuffs from Flipmode's Cuffed In a Suspicious Cellar set at DAZ. I'll try to expand it into something longer in due course.
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Comments: 7

TuxedoMelvin [2011-11-30 04:15:04 +0000 UTC]

Ooh! Care to explain the trick? I figured it out once myself, and rigged a similar prop, but now I've forgotten what I did. Was some kind of use of an IK chain, I remember that much...

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PoserGirlsInTrouble In reply to TuxedoMelvin [2011-11-30 13:59:23 +0000 UTC]

It isn't IK, although I've seen that used to make chains point at the required place so they apparently follow it around.

No, this requires delving deep into the channels in the CR2 file. I had intended to make a tutorial, but since the number of people who would be a) interested and b) able to follow it could probably be counted on one hand, it isn't at the top of my priorities. By the time I do get around to writing it I'll have forgotten how I did it anyway.

There's a thread on the subject at Renderosity: [link]

If you have the Cuffed in a Suspicious Cellar set, I could send you the new CR2. There's no copyright problem since I don't have to include the geometry, and I haven't even included the material settings in the file.

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TuxedoMelvin In reply to PoserGirlsInTrouble [2011-11-30 20:16:26 +0000 UTC]

I see the trick -- and the issue you were trying to solve. I think I was on a more primitive level of the whole rig; getting one cuff to follow one wrist and the other to follow the other wrist.

I'll have to check out that RotOffset function -- I've had a similar issue or two (I think I solved them the BJ Render way, though; by including an ERC-driven morph to offset the part manually).

I hear you on the tutorial thing. I've been using dynamic cloth to solve rope rigging issues, but from what I've seen of renders of my Rendo products to date, most end-users are boggled by something as simple as a master ERC channel, or a body handle.

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PoserGirlsInTrouble In reply to TuxedoMelvin [2011-12-01 12:24:42 +0000 UTC]

These work like this: the right cuff is parented to the right forearm, and so follows the right arm around. However it would be up to the user to a) make sure the left arm is in a reasonable position; and b) to place the left cuff correctly - ERC controls in the right cuff make this easy enough for me, anyway. Others may not be as patient. In the animation above, the left cuff is keyframed by hand to follow the left arm, and you can see it isn't perfect.

It seems that you can achieve all sorts of things by fooling with the channel stack; I've only scratched the surface, and my mind is boggled enough as it is.

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TuxedoMelvin In reply to PoserGirlsInTrouble [2011-12-01 18:19:49 +0000 UTC]

Yah, that makes sense. And the results are worthwhile.

Have to say I've been tempted to play with odd channel order ever since reading about RHA (Reverse Hierarchy Affectors) in BL Render's book. But I'm better off sticking with rigging that I can do now, and that I know will continue to work for the end-user.

I think what I had was parent to one hand and an IK chain terminating at the other. It handled automating the movement between, but it obviously could only use the regular joint center.

(I was also trying IK termination of the character's own arms, and discovered it looked a lot better if the IK termination was a no-geometry body part called "wrists" that was added to the figure hierarchy at the same level as the hands. So the "wrist" object would distort to IK or Point At, depending on the rig, but the hand remained parented to the arm and didn't distort -- and could still be posed independently).

One of the (many) annoying things about Poser there: there are tricks you can do with ERC, but the hard-wired internals of conforming don't "see" their own dials. They only look towards the source figure (and they re-write themselves every time you save and reload, to look towards whatever is closest to hand and has more-or-less the right names).

I had a tunic with a belt a while ago where the belt was an independent actor driven by a ratio off the abdomen movements. So the belt would follow certain torso bends, and ignore others.

Reading that thread over at Rendo now. Now there's some scary stuff! But, boy, I'd love to have some of those scripts working for me right now.

Too many technical thoughts, and I have meshes to build plus I'm working all weekend.

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Markotxe [2011-11-19 17:56:13 +0000 UTC]

!

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PoserGirlsInTrouble In reply to Markotxe [2011-11-19 18:54:54 +0000 UTC]

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