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  • Posted by Ben Peterson on August 11, 2014 at 10:41 am

    When I rig a puppet with duik and then I have to change stuff at the moment I am having to go back and delete the controllers and expressions and then re rig the part again after I have made an edit. I cannot see any other way to do this. But then when I re rig the controller never goes works properly. It end up moving to a weird position away from the anchor point once I make the IK. I can’t figure out why but its becoming very time consuming and frustrating. Anyone have any idea why this might happen?

    Tim Drage replied 11 years, 9 months ago 3 Members · 3 Replies
  • 3 Replies
  • Mike Roberts

    August 11, 2014 at 10:29 pm

    Sounds like you’re either re-naming layers, or you have some code that you haven’t erased.

    If you’re re-rigging – it’s better to start the whole thing from scratch each time, or get very good at re-coding each element.

    Does that help?

  • Ben Peterson

    August 14, 2014 at 8:07 am

    Hi yeah its just very boring and tedious starting from scratch. I figured out that when I re-rig I have to make sure that the root layer i.e. the pelvis for example has to be at position 0,0,0 or the controllers will not attach in the right spot. Also I have noticed that I cannot rotate the master without it screwing the puppet up. I can mover the position but not the rotation.

    Another thing is that the whole point of making the puppet in this way is so that I can easily move it around by grabbing hold of a controller and moving it in the comp however unless I grab on the x, y axis it will often accidentally get moved on the z axis which is not good. Is there a way to lock the z axis but still be able to move the controller freely without having to only move one axis at a time?

  • Tim Drage

    August 15, 2014 at 1:45 pm

    Apply this expression to the position. (you could change the last zero to some other z position you’d like to fix it to)

    [value[0], value[1], 0]

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