FaceRig

FaceRig

View Stats:
Lupo Marcio 23 Jun, 2018 @ 8:01pm
Reverse pendulum pseudo physics bone
Hello everyone, I searched everywhere on the interwebs and I found literally nothing about this.
I don't really understand the documentation, besides I've learned how to do a normal pendulum set of bones.
I'm probably stupid or something, but I need visual advice [with names and all the rest] of how to make this reverse pendulum bones because documentation is not clear about this, at all.
I'm working on this wig[i.imgur.com] for my character, the problem is the hair tuft on the back of his head, I need the reverse pendulum to keep it in position but yet moving.
Any help is appreciated, thanks.
Last edited by Lupo Marcio; 23 Jun, 2018 @ 8:02pm
< >
Showing 1-7 of 7 comments
Narasette 24 Jun, 2018 @ 2:09am 
i've no idea too the document is so bad with no picture explanation i've even ask them the file for it and they did gave me but all the file in dae format cannot properly import to both maya and blender and the bone they gave us is telling nothing and explain nothing about it
Narasette 24 Jun, 2018 @ 2:10am 
actually can i see your bone setup for dynamic pendulum i cant even make that work for mine
Lupo Marcio 24 Jun, 2018 @ 7:53am 
Here it is[imgur.com]

I'll define some names for simplify my explanation:
  • The Physics Bone that moves with gravity is now PBone;
  • The Plane Normal Bone is now NBone.

In few words, what you have to do is have the PBone that we're gonna call it "Steve" (name it as you want) and the NBone that tells to PBone where it cannot go over, which NEEDS the same name of the <target PBone>+"_planeNormal", so in this case is called Steve_planeNormal.

Mind this: you can name your bones whatever you want, but they MUST NOT have names of mandatory bones, like "BipHead" or "BipLEye".

Going into the details
The NBone as I said before, tells the PBone where it cannot go, what do I mean?
NBone uses its Y or Z axis (depending on the software) to make an invisible wall.
In the screenshot I linked above, you can see an example of a NBone (is selected), in my case Blender asks for the Z axis to do its work:
The PBone can go ONLY on the +Z of the NBone, everything else is a wall, think as the NBone as a wall and the PBone is a chain attached to this wall.
Here's a 2D section of what I'm trying to say: LINK[i.imgur.com].
The Z+ area is defined only by the ROTATION, NOT by the location of the NBone, it can be anywhere in the 3D world, only where the Z Axis points is considered by Facerig about this bone.

The PBone as far as I know, can have only a child bone, that can be named as you wish, I'll name it "George", it helps to make a more "organic" movement of the prop.
PBone and its ChildBone can be weighted as you wish to give the Prop better deformations.

Bone Hierarchies I tested and found working are these:
  1. <SomeBone>
    ∟Steve [PBone]
    ---∟George
    ------∟Steve_planeNormal [NBone]

  2. <SomeBone>
    ∟Steve_planeNormal
    ∟Steve
    ----∟George
Look that in the second test the PBone and the NBone are siblings.

Hope it helps.

I'm still waiting for Help about the Reverse Pendulum bone, please.
Last edited by Lupo Marcio; 25 Jun, 2018 @ 6:20am
david_animaze  [developer] 25 Jun, 2018 @ 4:41am 
Hello, Lupo Marcio! You can send your model to artsupport[at]holotech[dot]eu, complete with all the information you can give and our artists will investigate your issue.
Lupo Marcio 25 Jun, 2018 @ 6:06am 
Sent an email, thank you.
to be honest I've already sent two mails, the previous monday and thursday. Dunno maybe I'm blacklisted.
Last edited by Lupo Marcio; 25 Jun, 2018 @ 11:31am
david_animaze  [developer] 26 Jun, 2018 @ 2:47am 
Originally posted by Lupo Marcio:
Sent an email, thank you.
to be honest I've already sent two mails, the previous monday and thursday. Dunno maybe I'm blacklisted.

Hi, we're sorry it took so long, but our artists had to investigate your issue thoroughly. You should see an e-mail in your inbox. :)
Last edited by david_animaze; 26 Jun, 2018 @ 2:48am
antho_cars 28 Jun, 2018 @ 5:58am 
Hello Lupo can you stay me tunned about this issu im also interested i got the same problem on previous work
< >
Showing 1-7 of 7 comments
Per page: 1530 50