Control a long chain of bones using constraints...
Posted: Wed Nov 15, 2006 12:15 am
This came up in another thread and i thought I should put it here... this may have already been done, but I am doing it again. 
Basically it is a way to have a whole bunch of bones in a chain for smooth deformation of a mesh without having to key frame all the bones.
One chain has many bones and directly distorts the mesh, the secondary control chain has fewer bones and controls the mesh bones with "blended" rotation constraints... fan bones basically... but... uh... not fanned.
In the example below I am controlling about 6 "back" bones (spine neck head) with just 3 control bones. Take note how I moved the control bones around on different frames if they get in my way. Since the translation has no impact on anything you can put them anywhere.
http://www.lowrestv.com/moho_stuff/bone_rig2.mov
http://www.lowrestv.com/moho_stuff/bone_rig.zip
This is fantastic for tails or tentacles and hair, like ponytails.
-vern

Basically it is a way to have a whole bunch of bones in a chain for smooth deformation of a mesh without having to key frame all the bones.
One chain has many bones and directly distorts the mesh, the secondary control chain has fewer bones and controls the mesh bones with "blended" rotation constraints... fan bones basically... but... uh... not fanned.

In the example below I am controlling about 6 "back" bones (spine neck head) with just 3 control bones. Take note how I moved the control bones around on different frames if they get in my way. Since the translation has no impact on anything you can put them anywhere.
http://www.lowrestv.com/moho_stuff/bone_rig2.mov
http://www.lowrestv.com/moho_stuff/bone_rig.zip
This is fantastic for tails or tentacles and hair, like ponytails.
-vern