yeah...I think the most hardest task is to animate hips and backbone.
I plan to make a gorilla animation as soon as I get vacation in a week or two...model should be hi-res, very detailed, rig controled by a MEL scripted simple costumUI.
hey darijo,
when you say polevector constrain objects, do you mean the ones for elbows and knees? if so, then what do you mean by "floating around"? would you rather that they are parented to some joints so that they would follow? and then, which joints would that be?
i make my arm polevector object a child of the shoulder joint heirarchy and the leg polevector, child of the hip. what say??
I rather use point and orient constrains they behave better when animateing!
When I rotate foot around Y I want my PolVector to follow but when I rotate it around the X I dont want to have any affect on it.
So I constrain it to X and Z for rotation and point constrain for all axies.
I'll send you an example.
How do you guys solve spine problem FK or Spline IK (how many bones, or combination of 2 bone chain) and how do you control head?