Maya change total cv number of the curve when creating ik spline
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Hi. I'm Alessandro and i'm building my first rigging reel after school.
I'm doing a script for making a spine rig, but i found this strange behaviour in maya and i want to understand why it works like that.
I create a chain with 7 joints, then a cv curve (cubic) with 7 cvs (one on every joint).
Then i do this:
//
ikHandle -sol ikSplineSolver -n "mario" -pcv false -ccv false -scv false -sj "joint1" -ee "joint7" -c "curve1" -fj true;
//
I use the -freeze joints flag in order to avoid joints rotations when creating the handle.
All is fine, except for the curve that now have 9 cv (the 2 new are created near the first and last ones).
I tried various things, and discovered that maya match the number of cv with the number of joints in the chain, and then add 2 more (i.e. 11 joins = 13 cv).
The -scv flag doesn't seem to work.
My question is: can i controll this?
And, why maya do this?
If i want to control the chain with a curve with only a few cv, do i have to avoid using the -fj flag?
I hope my english wasn't too bad.
Thanks in advance for your time.