I am currently working on a very basic rig set up to allow my animators to tweak the information that are generated by a head track in PFtrack.
What I am looking for is a system which will allow them to control the geometry of the head from different pivots, simplifying and speeding up the refinement of the head track.
the anim information from the tracking is placed on a locator at the bottom of the neck [ loc_01]. I would like to have the second pivot at the top of my head [loc_02] and a third one on the tip of my nose [loc_03].
the first immediate solution is to simply create a hierarchy system so that every child node will automatically inherit the transformation values of its parents, placing the head geometry at the very end ( like in the attachment).
Capture.PNG 3.24KB 0 downloads
but it is precisely here that my problems pops up: in a hierarchy, the child always inherits the transform values of the parent, but (obviously) the opposite does not happen. This means that if I move the child pivot, the parent stays still, modifying the structure of my rig. I need this issue to be solved...I need to have the two nodes drive each other without creating a loop ( that actually is a loop ).
I could only come up with very terrible solutions:
- a script so that every time I want to change my animation pivot, I am forced to bake the animation of the new locator and then change the entire hierarchy ( this is obviously unsustainable if I have long animations and/or many pivot points)
- script a node which allows me to do this ( have a general idea but making it work will take me to much time and have no idea of the amount and complexity of math computations I will encounter)
has anyone got any idea or a solution to solve this problem ?
thank you all