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Rigging Ideas - Fake Ribbon Part 2

  • jasondobra
  • 1 day ago
  • 1 min read

So in the last part I showed you guys the Fake Ribbon on a chain now I'm trying it on a character.


The Fake Ribbon is an alternative to using out of the box constraints to mimic the behaviour of a follicle based ribbon setup. Is i explained the reason i'm doing this is the joint depth in a character especially in video games, Follicles also have flipping, scaling, and general transform issues. I have personally found this method just as good easier to manage as its using vanilla Maya constraints.


In this example i have added the same setup on the chain. only this time i have made sure to line up the controls with the twist joints.

I then apply the same method only skipping the x axis on the aim constraints and parent constraints. This ensures later i can hook up my no flip arm setup, as shown below.




Thats the setup im using here, i have tested it with animators. So far so good. Keep me posted if anything breaks. Happy Rigging. Jase

 
 
 

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