Hi all,
I'm trying to animate a cable chain using Spline IK but running into some issues.
as you can tell from the picture, it's slipping/popping past the control spline
I have it set up so that it links rigidly to a bone chain, pretty straightforward.
The problems become less if it's closer to the end, which leads me to believe the Spline IK makes it a little bit springy instead of rigid. I've searched all the options in hierarchy IK and motion, for all the parts but found no way to control the springiness or otherwise influence this behaviour.
Which leads to some ugly stuff happening too when animating
Any idea how to mitigate this effect? My guess is that's just a edge-case that Spline IK can't handle. So if you have pointers for alternatives, maybe constraining all the bones themselves to a path (tried that, all the bones just end up in the same spot), yeah any pointers are welcome.
Replies
Your problem (when bones don't travel on the spline) usually stem from needing to reset xforms on the spline.
I did have transforms on the spline and reset it and redid the IK, but no change really. Also tried a new spline, without transforms.
as you can see, it does follow ok, except for when there are lot of bones on either side of the bend. I also tried resizing the whole scene, maybe anything is linked to the size. it does have ALOT of bones, maybe that throws issues.
Sounds like I better manually recreate the intended spline IK behaviour with wiring and constraining.
An expression or scripted position controller maybe could do the trick, but no good clue where to start.
I'm fairly proficient in grasshopper, a visual programming environment for rhino3d, maybe I'll animate it there and try somehow to export that back to 3dsmax, not really elegant, should not be this hard..