Wing rig / reducing weights across whole rig

Wing rig / reducing weights across whole rig

dukeweezo
Enthusiast Enthusiast
2,383 Views
1 Reply
Message 1 of 2

Wing rig / reducing weights across whole rig

dukeweezo
Enthusiast
Enthusiast

Hi, I have a model of a wing (a slightly modified ck_featherCreate) that is using IK and is working (bending) pretty realistically so far. To jump to the technical question, does anyone have thoughts on the best way (or an alternative approach) for reducing weights across a whole rig (also, a way to vary more / less movement on certain axes)? Below are a few screenshots of what I have so far. Not sure I totally understand the set up of the rig but if anyone has specific questions about it I can provide that.

 

Screen Shot 2019-08-30 at 10.59.25 AM.pngScreen Shot 2019-08-30 at 10.59.35 AM.png

 

The background behind my question is that what I have so far is not entirely like real-life bird anatomy in that the feathers completely follow the skeleton (as if the feathers are directly attached to bone). As far as I can tell in a real bird the feathers only follow the bones loosely (in general having less "extreme" vertical movement than what is currently happening in my model), which would make sense since there's muscle / skin between feathers / bones.

 

Ideally I could have the bones in their real-life positions as well, but I think just equally reducing weights of the feathers (how they're connected to the bones) might be a way to approximate the real-life movement of the feathers (so that the bones follow their current movement but are clearly separate from the feathers when I move them). I like how the wing is moving horizontally, and reducing weights would likely affect that too, but it'd be a start... Been stuck on this for a while so any thoughts or alternate methods would be greatly appreciated. Thanks,

0 Likes
Accepted solutions (1)
2,384 Views
1 Reply
Reply (1)
Message 2 of 2

dukeweezo
Enthusiast
Enthusiast
Accepted solution

inFor those interested, my solution so far is to create a thin NURBS plane the length of the wing but below it, and add it as a partial influence across the whole wing (each feather), which restricts vertical movement more than horizontal movement, which is the desired behavior. Now just need to tweak the primaries as this limited "fanlike" folding movement (which is how they behave in real-life)... can probably fix that by adding another influence targeted at primaries (maybe parented to the end joint?)

0 Likes