I’m currently making a guitar case with shape of a guitar pick for an animation (above image). The base rig it’s easy but im finding a nightmare and headache the strap that mantains the case opened at the maximum angle.
I have no idea how to make it work. I tried Fk but the two ends of the strap rotates. I tried a ribbon rig but its not working perfectly. I tried a little ncloth simulation with pined borders but i don’t seem to get the desired effect. I tried blendhsapes but not working as I want.
I want the strap to stretch when the case reaches the maximun aperture and to bend inside the case when it’s closed. I don’t want a realistic bend, a bend with no gravity would be perfect.
Do you have any ideas to help me out with this? I would aprecciate all. I run out of ideas. Please help me.
Replies
Looks like a spline IK with the ability to stretch would do exactly what you want to.
How can do you use the corrective blendshapes?
If that doesn't get you what you need, then call in the blendshapes
You do that through two tools:
1) The Shape Editor (Windows > Animation Editors > Shape Editor)
This allows you to create blendshapes of the mesh, think of them as a deformed snapshot of your mesh. Usually they correct things like undesierable deformation around shoulders or hips, but they also get used to make speech much more expressive and easier to manage. Rather than dealing with a-ba-jillion joints around the lips and dozens of controllers to manage and weight, you have a list of phoname blendshapes and dial in those sounds. ANYWAY... you can use it to correct the strap, if it doesn't do exactly what you want.
2) The Pose Editor (Windows > Animation Editors > Pose Editor)
This takes poses from your skinned joints, which is helpful when animating but most people prefer to use other more robust pose library tools like studioLibrary or Red9. The Pose Editor is still useful because it lets you marry those joint poses to blend shapes and as the points reach a certain position the blendshapes activate.
Workflow:
This seems to cover it pretty well, in the spot checking I did while scrubbing it quickly.
https://www.youtube.com/watch?v=QEmsEId_nYk
Good Luck!
I'm asking because I think thats what I need to do at the top of the strap because when I move my clusters the straps leaves the case. Like here:
Thanks for this information btw. I think I'll try to use the Pose Editor for the bottom of the strap because there is no more rotation but a little weird deformation.
Does the case have a joint system at all? Or are you just animating the pieces? If you're animating the pieces, you probably want to come up with a simple joint system that everything gets skinned to. That way you're pivots won't get screwed up and the history of the mesh isn't causing any conflicts with the rigging or animation.
Something simple like a joint for the bottom of the case, a joint for the lid placed where it rotates, that way you have something for each end of the strap to weight to and follow.
And no, I don't have a joint system. I just used joints for the strap and the other pieces ar conected to controller curves. I'll try this too but I just have a question, the joint that will controll the weights of the lid(red one on image) would be controlled by the previous joint that is controlling the top of the strap (blue one), so when the top of the strap moves, its gonna move all the lid (left side image), and I want that lid joint(red) to stay in place and move with my lid controller curve (right side image)
(I didn't solve it in the image, I just manually moved the top joint for visualization)
Thanks to you too, @.Wiki and @GlowingPotato.
Maybe it's not the best but it was a great challenge and you helped me a lot, hope I can give you back something.
Take care all of you and good luck out there!
Happy Nesskap