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More newbie questions:

  • I'm attempting to rig up some items that are like rope. It's actually for the bridle and reigns of a horse. This may also create a rigging loop, so I'm unsure how to do this. I want to attach the reigns to the horse, and to the rider, and when the arms of the rider move, the reigns stay attached to the horse, but also to the hands of the rider. I'll also need to be able to 'turn this off' when the character is knocked off the horse (death animation)
  • I need to rig up two handed weapons. One arm IK following the other arm FK?

This image is the horse (black) and rider (gray), with the reigns (red). The green is a 'bone' that I was hoping would just move via the head, but stay attached to the hand and stretch and squash, as needed, no matter which side moves.

Should I do this with a mesh, make a long bone chain, and then do two main bones that control those, and then IK between those two bones? This is a drawing of what I'm thinking here:
Horse is black, rider is gray, reigns are red, IK is orange, main bones are green, secondary mesh bones in blue.

I have to say, this art leaves me breathless. Be sure to click it so you can see it in full resolution!

I'm sure Erikari will be along with some rigging advice, but for now here's a thread and example Spine project about two handed weapons:
How to make both hands stay on the weapon?

Nate yazdı

I have to say, this art leaves me breathless. Be sure to click it so you can see it in full resolution!

I'm sure Erikari will be along with some rigging advice, but for now here's a thread and example Spine project about two handed weapons:
How to make both hands stay on the weapon?

Haha, yes, I probably should have changed my PS file to not be 2048x2048. Also, I cannot draw...

Also, I wanted to update you all, that I have figured out some solutions to this already. I went with a mesh and creating several 'sub-bones' that are controlled by the two bigger ones (second amazing art image).

So, no need to reply Erikari!

Aww you do the funny things while I'm sleeping!

Glad you figured it out Joker 😃 I would have probably done it with a mesh with a decent amount of points to make it smooth, ideally straight, then I'd bend it. Or if already bent, I'd control it with one point in the middle, one on the horse, one on the hands. The one on the hands would be detachable by first parenting it to the root, but then making a transform constraint so that I can choose if it follows the hands or not.
A bit like on the example Nate linked above!

The chain of bones would have been my choice if I could have had a straight image to bend, but I'd still would have setup a path or IK constraints to have a control on the horse and one on the hands. I would have gone for the cheapest solution though (the one with less bones and controls)