Help With rigging, what is Control Bone?

I am trying to make a set of restraints (hand cuffs) be controlled by the hands they are parented to. I have re-rigged them. I have split them. The problem is this if I use normal IK then the cuff part is at the end of the ik chain it moves all the other links fine. When I parent the cuffs to a hand then the cuffs root moves not the cuff for the hand. What is the Create Control Bone? Is there a way to have reverse IK?

Thanks

Create_Control_Bone.jpg
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skeleton.JPG
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Post edited by wannabeafarmer_ab67341d85 on

Comments

  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    Hmm. I've been experimenting with this, and I'm confused, too. I can't find that a control bone does anything differently from any other parent bone. Maybe it's just intended to be a shortcut to adding a parent to a bunch of bones at once?

  • edited December 1969

    Any ideas on how to get say the foot bone to control a bone in a different figure? I thought maybe that's what a control bone was but was wrong.


    thanks

  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    Ah. No, that doesn't work that way. You'd have to be more specific, but it sounds like you just want to create a conformer?

  • edited December 1969

    My thought process

    Chain with IK Parented to main figure. But what I'm trying to do is have the foot control just end of the chain where all the IK movement is controlled for the chain. Then pin the root bone of the chain so when main figures foot moves it causes the chain to bend twist etc. If I just parent the chain to Main character it just moves the entire chain model but with no IK. ie chain stays in straight line unchanged. (see top pic below) I'm am trying for something more like in pic 2 where the outer most bone is controlled by the foot that way I get the movement down the chain IK.

    footchain2.jpg
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    footchain.jpg
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  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 1969

    DS IK doesn't support parentable IK targets, so you can't really do what you want I think. You can use the Property Hierarchy to link one control on one figure to another on another figure, but you have to save them both together in order for that to reload (or make a script to rebuild the link).

  • SickleYieldSickleYield Posts: 7,639
    edited December 2014

    What he said. I wish we could, or I'd have done it a lot by now with my own rope and chain products. ;) You could try a kludge where you weight mapped it to each shin and blended between them in the middle, but it will cause really ugly and unrealistic stretching in your chain. I've always had to just set it up as a prop that goes with a pose and load them together.

    Post edited by SickleYield on
  • edited December 1969

    Thanks for the input. I am trying out the property hierarchy but still no luck. There has to be a way to have a figure control another figure node.

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