I’d like to attach a tail to character body rig wise. The tail is controlled by 15 bones which are constrained to a curve via the IK spline constraint. I haven’t quite finished the second armature to control it, however how would I attach this chain of bones to the main human rig? I want the tail to move whenever the shoulders move, since its wrapped around the characters neck. Its an animal tail, not hers. I will post some images tomorrow to help clarify this.
There are two rigs present here. The stick bone is too control the spline IK chain in the tail. I haven’t finished rigging that up. The bones in the tail are parented to a curve call tailcurve. In edit mode you can easily manipulate the tail, yet this is mesh edit mode, not armature edit mode. Right now, if you go into bone edit mode, you can’t move around the tail bones since they are locked down to the curve.
How do I get the tail (bone and curve) to follow any movement of the upper spine? If she bends forward, the tail should move up. Also this rig is the base rig slightly modified. I’m not sure how the heel bone works or how it should be set up.
Can parts of the armature be parented to control objects like curves? I’d like to be able to have a nice hip curve to control gross hip movements.
Is there some sort of equivalent to an up vector constraint, where the elbow and knee follow position of an empty?
How do you reset bone rolls, or reorient bones?
Attachments
No suggestions? Should I post the blend file too?
Does this help with fixing the tail problem? I’d like the tail to follow the Rig neck_base. I haven’t had a chance to update the hooks for the tail though. The tail is controlled by the TailCurve and the Tail Control would be the floating bones that I haven’t touched yet. Can you parent one armature to another?
Attachments
ayla19.blend (312 KB)
Hi, if constraints are ok, you could add ChildOf constraints to TailControl and TailCurve with Target “Rig” and Bone “neck_base”.
It seems to work nicely.