Ok this is weird one but i want scissors to walk on the tips of their blades. im used to normal legs. not straight things light this in a kinda hobble im the one usually figuring out some rigging stuff here but this one has me baffled. my brain must not be working today
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weird rigging request.. scissors
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doh. never mind again. that didnt work out as i thought it would grrrrrr
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sorry from 2011 the lowest I can save is 2010
1. Create a point helper - add an 'Attribute Holder' modifier
2. Open the Parameters Editor dialogue (Animation -> Parameter Editor) and add a new spinner with range 0 to 90
3. Right click one half of your scissors and wire its appropriate rotation channel to the spinner value on the point helper.
4. In the Parameter Wiring box set the direction to go from the spinner value to the scissor rotation value. In the expression box under the scissor side, add "degtorad" (without the quotes) before the name of the spinner. Click connect.
5. Repeat steps 3 and 4 for the other half of the scissors only this time add a "-" before the degtorad in the expression box.
6. Select the point helper and change the value on the spinner, the scissor halves should rotate in opposite directions.Last edited by lukx; 21-04-2011, 11:59 AM.Luke Szeflinski
:: www.lukx.com cgi
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but that doesnt make them walk? thats only good for making them open and close
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if you're talking about the walk on the tips of the scissors, make a bone from one tip to the other with an end bone. Make an ik solver from the bone to the end bone. Parent your scissors to the long bone object, then animate the main bone and the ik solver to make it walk along.
http://joconnell.com/forums/scissors-Desktop.mov
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how do i do it so my IK goal doesnt move away from the end bone? most i co do is align it back after i get the pose i need
my problem is when i move the main bone the end bone slides out of possitionLast edited by Da_elf; 21-04-2011, 03:52 PM.
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Kind of depends really, you either cheat and do it manually, make some sort of stretchy system that'll make the main bone follow the length of the ik and constrain one blade to the tip bone, or do some sort of script controller that'll limit the range of movement of the ik solver to a radius of the bone. Really you should have switchable pivots for this type of thing but that's reeeeealy complicated to do
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ah ha!. no need to cheat. figured it out. Started with what you had but then went on my own tangent and turned out perfectly. once again here is another ELF tutorial with some help from joconnell. enjoy all
http://www.elfpro3d.com/Misc/rigged_scissors.avi
(xvid codec)
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