reference materialRigging Using Follower and Time Delay

Spring 2006ss

by John Wigger


Understanding Follower

 

Within Layout one has access to several motion modifiers, including Follower.

Follower is located under the Motion Options panel within the Motions section of the Setup Tab.

 

Once you have the Motion Options panel, you need to add the Follower to the bone/object/light/etc. via

'Add Modifier'.

 

In the Modifier box, Following (none) will appear.  That is the default settings for Follower before you

have assigned any channels for the modifier to actually 'follow.  Either select the Follower modifier from

the box and click on Edit to bring up the possible options to get to the Follower properties; or right click

on the modifier itself to do the same thing.

 

After you have opened the Follower panel, you will have access to apply follower to the Translation/Rotation/

or Transformation channels of your selected item.

 

 

Setting up the Fingers to Curl

 

After you have set up your initial rig for your object, including zeroing out rotation channels and setting

your pivot rotations, you will be able to apply follower to the fingers to set up the hand rig.

 

Take a moment to open and close your fingers, your real fingers not on your object.  You'll notice that the

majority of the movement comes from your middle digit.  We will use this to our advantage in setting up this

hand rig. 

 

Create a null, which I name 'Finger Curl' and parent it to the hand bone.  If you can set up a basic IK rig,

I'm sure you're familiar with creating nulls so I wont get into that in this tutorial.  Locking out the

rotation/translation of the channels other than rotating on the pitch would likely be helpful.  Also, as and

indentifier, I like to add a ring item shape to this null set up on end to reflect the direction of the

open/curl of the fingers.

 

On the base and tip bones for each finger, we will apply follower to the bones other than the middle

digit to save on workflow.  This will allow for the fingers to curl in and out from the hand with the need of

only animating one null for all the fingers.  You will need to determine which rotation channel gives normal

finger movement, in the case of the example object/scene it is the heading.  Set the follower for the base bone

to follow the heading of the finger curl null on the heading channel for the base bone.  The tip bone on the

example has its natural movement occuring on the pitch, so apply follower to that bone where the pitch follows

the heading of the finger curl null.

 

I myself prefer using Time Delay in this instance to allow for a little reaction time to show up in opening/

closing of the fingers.  Time Delay is located in the Follower Panel near the top.  I have found that if your

character is near real human scale, around 2 meters tall, a good working number for time delay in this instance

is about 0.3.  To save on counter animation and for a more casual feel, I also tend to add a slight time delay

to the base bone of the fingers, increasing in delay from index down to the pinky.  This allows for a slight

wave motion to the opening or curling of the fingers on the hand.

 

 

Setting up the Fingers to Fan

 

With the ability to open and curl all the fingers using a single null we have pretty efficient control over one

movement possiblity... lets go for more.

 

Let's add another null, which I call 'Finger Fan' and parent it to the hand bone as well.  We could use the same

null as before, but I like to keep them seperate for ease of selection.  Again, using item shape and locking out

unused translation/ rotation channels will help in your workflow.  I also add a ring shape to this null, but this

time I keep it parallel to the hand, as it will control the fanning of the fingers so it is best to lock out the

pitch and bank rotations.

 

We will have to add another instance of Follower to the base bones for each finger to take advantage of this null.

Have each bone follow the heading of the second null.  Now, this is kind of tricky as we want the fingers to fan

out rather than just all rotate towards or away from the thumb.  This requires setting the follow to a negative

number on the heading rotation channel for two of the fingers.  In the example, these fingers are the ring and pinky.

 

For the outermost fingers, index and pinky, to achieve a more natural fanning motion the default setting of a

multiple of 1 will not work.  The fingers move fine, but they move at the same pace as the middle and ring fingers

giving the look of a vulcan greeting instead of a consistant spread.  A multiple of three pushes them out at a more

natural rate.  So a setting of 3, 1, -1, -3 along the fingers from index to pinky achieves a decent fan.   

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