Scapula autorig problem

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Hey guys. I did my custom skeleton apex rig so i can have full control over my rig.
I managed to get ulna setup working, but scapulae are giving me headache.

I used Otto's scapulaRay mesh to fit it on my skeleton. Added autorig node with componend source as "Scapula" and set it up.
All works! But problem is , that setup does not takes in account movement of character. If character is in 0,0,0 and i move just arms, setup works fine. Helper locators are gliding along ray surface and that;s good. But as soon as i move spine, locators are still gliding over ray surface in rest position.
I even skinned that surface to spine jonits, and if i add one more deform autorignode, i can see that object following body as expected, but scapula ray calculations are still in rest position...

in picture attached you can see character in pose. Pink color surface is rayMesh skinned to character, and added as scapulaRay.shp to packed folder. I can see it's moving and following character.
Wireframe rayMesh is it's rest position, where you can see help locators from scapula setup, using that mesh as gliding surface, not one that moves with body. Just cant figure this out! Anyone?

Any ides? What am i missing?

Attachments:
scapula.png (1.7 MB)

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