#Need some rigging advice for 'delaying' body XY angles

29 messages · Page 1 of 1 (latest)

fossil heron
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I want to rig separate body XY angles to complement the head XY angles, but the body has some form of 'delay' before turning to wherever the head is turning. As seen in the video, this causes the neck to become disconnected to the head because it has delayed turns as well.

How can I organize the deformer heirarchy in a way that the neck follows the head angles, but at the same time connects to the torso's delayed turning physics?

My current heirarchy is something along this line:

Breathing
-- Head Body Angles (according to body input)
-- Head Angles (according to head input)
-- Neck Body Angles (according to body input)
-- Neck Head Angles (according to head input)
-- Body Angles (according to body input)
-- Body Head Angles (according to head input)

It feels a bit unoptimized because all the body angle deformers need to have 4 parameters to cover all possible angles, I'm wondering if there was an easier way to achieve the effect I wanted without it being this tedious? Any input would be appreciated!!

viral tangle
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i think what you would wanted to do was
rig first the neck rotating with the head
then on a parent deformer the body moving the neck

imagine that when you move your head left-right your neck doesnt follows completly but it kind of stretch and move from bottom to top
while if you move your body, and not your head, your neck moves and rotates from top to bottom if it makes sense

fossil heron
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Thank you so much!! That made a lot of sense, and I managed to connect it by fixing the heirarchies for the neck and head

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The way I set up the angle's delay is adding a physics group to the body XY parameters, and copying that deformer as its parent and setting the parameters to the head XY params.

The delay is there as intended, but since the body XY is opposite the head XY when it turns, the child deformer warps the body as it delays turning. It's super noticeable in the chest and neck

All I want to happen is to delay the turning of the body when the head turns to one side, so idk if I'm overthinking the process 😔

drowsy geyser
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can you try changing the body x delay physic input from position to angle

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also the input x and body x params seems to be going opposite direction?

fossil heron
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Thank you! I switched it to Angle and it seemed to fix the weird warping, however it removed the delay effect I intended

fossil heron
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Here's a video showing what switching to angle looks like now. The delay I want is similar to the one that happens when I let go of the mouse button- the head moves back to center before the body does

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Need some rigging advice for 'delaying' body XY angles

drowsy geyser
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try copy pasting the body x parameter so there is an empty parameter with the same min/max/default value,

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and then make that as a buffer delay param,
as in 1 physic with link angle x(input)-body x buffer param(output)
and then another physic with body x buffer param(input)-body x(output)

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also idk the exact min/max value for the your params but i think your output scale/output maximum values might be too high? perhaps try lowering the scale & the pendulum shaking influence will help get that delay effect

fossil heron
# drowsy geyser try copy pasting the body x parameter so there is an empty parameter with the s...

Sorry I haven't replied in a while! I only had the time to get back to rigging this today.

Thanks for the input!! I tried putting a buffer parameter to control the delay, but it's giving the same results.

I'm starting to think it's in the way I set up the heirarchy. If you take a look at the video, I have Angle parameters parenting the body parameters, and the keyforms for both deformers are the same. What happens in the delay physics is that the body deformer stays at positive when the parent parameter is on negative and vice versa. It deforms body parameter instead of delaying the body turning 😔

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I'm starting to understand the logic behind the buffer parameter, but I'm drawing a blank with the heirarchy setup needed to use the buffer properly

viral tangle
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are you following a tutorial? 🤔 whats a buffer parameter?

fossil heron
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The buffer parameter is one suggested by birba up in the thread!

viral tangle
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ohhh i kind of see what she means... but then she should continue with the help as I am not used to that method [[sorry interrupt, as it was the first time i saw the term here used i was curious]]

fossil heron
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If you had a different method in mind, I'd love to hear it as well! I want to try all possible ways while I try to make this work, so I appreciate all the inputs 🥺 💖

viral tangle
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well, in the ccase of body movements i usually work the base movements all linked to head [[i dont rig on angles]]
for example i do angles to move head parameters, then to move body parameters
and then i use Augmented parameters [[that are mean to simulate the residual movement after innercia ]] those usually are parent of the main movements in my hierarchy [[depends on design of the character, i dont do hierarchy the same to all models 🤔 ]]

fossil heron
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I see! If I'm understanding this right, you're rigging a physics parameter on top of the angle parameters instead of the other way around?

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I can try that

viral tangle
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mmm more less
i first do angles and body
once everything is build and working
then i add augmented parents that affects everything together

fossil heron
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THANK YOU SO MUCH BOTH @drowsy geyser @viral tangle !! I managed to pull it off with augments and using Angles instead of position!!

I really appreciate your help, I've been trying to pull this off for weeks 🥹

drowsy geyser
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looks awesomeeee