Car Rigging Part 4: Chain Rigging
- jasondobra
- Jan 11, 2024
- 1 min read
Updated: May 23
When embarking on the task to rig up a vehicle its a good idea to consider the other secondary animations at play for example rotors, belts, chains ect...
In this instance i have used a ik spline handle using the offset to drive the behaviour.
I have connected the wheel drive attribute into pi * 2r node setup to compensate for the length of the chain. To avoid flipping im using advanced twist with rotation up and a locator up vector in the middle of the curve driving the joints.


If you draw out a curve you can use the following script create joints and place them around the curve. I used a ::skip_amount this will skip to the second, third ect... vert to place a joint onto.
import maya.cmds as cmds
def place_joints_along_crv(crv, skip_amount):
crv_pnts = cmds.getAttr(crv[0] + '.cv[*]')
cmds.select(cl=True)
for pnt in crv_pnts[::skip_amount]:
jnt = cmds.joint(p=(pnt[0], pnt[1], pnt[2]))
if __name__ == "__main__":
place_joints_along_crv(cmds.ls(sl=True), 1)
any questions feel free to reach out.
Jason
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