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Two rigs driving same geometry part of ik chain

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Pagel.Lara
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Two rigs driving same geometry part of ik chain

Hello! 

I have this humanoid golem who is made of seperate stones that are to be driven by the base movement rig with fk/ik on the arms and so forth. I've been looking for a way to have these stones that make up the limbs have a seperate way to animate them gently floating around independently of the animation on the fk or ik controllers. 

I technically have a way as i created a seperate disjointed set of joints i called FLOAT that are skinned to the stones and influence them just fine, but these new FLOAT controllers and joints wouldnt follow the main rig which would make it hard to animate. I tried to constrain the FLOAT groups to the driving rig but that just caused double translation on the mesh.

float rigss.PNG

Any way I can solve this or do i just have to accept that the FLOAT rig will have to be... floating around behind the rig? Is there a better solution to what I'm trying to do? Thanks in advance 🙂

 

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mcw0
in reply to: Pagel.Lara

They are stones.  Do they need to be skinned?  Why not just have them in a group constrained to your joints.  Then use some noise function to move the stones within this group.  Particle instancing is another approach.

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