| IC.Face |
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| Terminology IC.Face is based on a small amount of fundamental elements. The following scheme establish the terminology used in this document.
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| Illustrated How To ... To set up the control system, some operations must be performed in a quite straightforward series of steps. These quick guides help to speed up the learning process and can be used as a first reference. Setup the first Root - Knot - Control System
Connect more Knots to one Control
Modify the orientation of a wired Knot Local Coordinate System
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| Stretchy Bones |
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Stretchy Bones section allows to create stretchy bone chains with a single click. Just select the full chain, with the end bone, and Create Drivers of desired dimension and color. Stretch Test assigns a scripted standard material to provide a visual feedback, by changing its color dynamically, about the Bones Stretch Factor in relation to the original length and limits set. |
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| Create Bone Drivers Bone Drivers make bones stretchy. They are Point Helpers placed at every bone pivot and are targets of Position and LookAt constraints applied to bones. By transforming them in the 3D space, the bones become stretched or compressed. For each bone is still possible to set in the standard Bone Tools rollout floater the quality of stretch: None, Scale or Squash, according to the specific task. By creating drivers, each bone in the chain has its Stretch Factor automatically reset to 1.0, is realigned to its child, and the end bone is fixed: added if missing, or realigned to its parent. If the end bone exists, it must be selected with the whole bone chain before creating Drivers. Creating drivers on a bone chain that already have them, doesn't add more Helpers, but replaces old ones and fix bones properties.
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Stretch Test Stretch Test is a visual feedback tool about bones Stretch Factor. It works by assigning a scripted material to selected bones that changes its Diffuse color dynamically depending on the actual Stretch Factor and Minimum and Maximum stretch percentage limits. If compression is under the minimum limit, shows a constant black color, else if elongation is over the maximum limit, shows a constant white color.
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| Elements |
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Elements section manages selection and creation of shapes and helpers to set up the structure for animation. |
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| Active Elements Color Dynamically changes the color of active elements: Root, Drivers and Control, through a color picker. |
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Pick Elements The three system core elements are the Root, Drivers and Controls. The corresponding main pick buttons activate picked elements and let the script display their status and the user operate on them. The indicator above each pick button shows whether an item of that kind is active (green status) or not (grey status). To be active doesn't mean to be selected in standard 3ds Max mode. An active element could be selected too or not, and vice versa. "Active element" is referred to items activated through IC.Face Elements pick buttons only.
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| Create Knot System A Knot System is made of two Point Helpers, the first is represented by an axis tripod (Knot Local Coordinate System) working as coordinate system for the second, a box (Knot). The Knot System can be defined as the driver of Drivers, one or more overlapping bone Drivers are parented to it, while it is driven by one or more Controls.
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| Create Control System A Control System is made of one Point Helper and an Editable Spline, the first is represented by an axis tripod (Control Local Coordinate System) working as coordinate system for the second, the Editable Spline handle (Control). The Control System can be defined as the driver of Knots, one or more Knots are connected by parameter wiring with different influence factors to it. It's the highest control level.
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| Link |
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Link Elements System Elements must me linked and wired to control the stretchy bones net. Bone Drivers must be linked to Knots, while Knots must be driven by Controls through parameter wiring. Every Knot System is automatically parented to the active root as is created.
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| Freeze Transform |
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Freeze Elements Transform Freeze Transform, as in standard 3ds Max, sets a new layer of position and rotation controllers to make the actual transforms start from Zero values. The script copies the same standard 3ds Max scheme for naming controllers. Freezing a Knot or a Control, cuts any wiring to that element and erase its animation.
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| Wire Parameters |
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Wire Parameters section provide an easy interface to manage connections between Controls and Knots, to set up handles for final animation. Additional tools like active and selected Control wiring display, help the rigging process as well as the reproduction of connections from one side to the other after mirroring Knot and Control Systems. The CleanUp Wiring tool clear every dangling connection and fix their names if needed. |
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Wire Control to Knot Parameter Wiring from Control to Knot is the last ring of the control chain that goes from Controls to Bones. Knot transforms are driven by Control through wiring, Drivers inherit Knot transforms through hierarchical linking, Bones are position and rotation constrained to Drivers.
Parameter Wiring from Control to Knot can be performed from each Control to one or more Knots, affecting position and/or rotation. For each connection can be set an influence multiplier. For clearer results, the wiring between the Control System and the Knot System it is linked to, should be equal to 1.0.
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Wire Control to Control Parameter Wiring from Control to Control is required to neutralize effects of the loop created between Knot an Control to establish the control chain. Knot transforms are driven by Control through wiring, and Control inherits Knot transforms through hierarchical linking. This leads to double the effect of every Control transform on itself. To avoid it, a Control self negative wiring is set up, for position and rotation as required.
Parameter Wiring from Control to Control can be performed on position and/or rotation. The wiring between the Control and the Knot it is linked to should be equal to 1.0, so the negative wiring has the same 1.0 effect.
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| Mirror Elements |
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Mirror Elements section provides tools to reproduce symmetrical rigs by recreating Knot Systems and Controls linked to them. It works for structures whose symmetry plane pass through the world origin. |
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| Mirror Plane Mirror Plane is the reference for the mirror system engine. It is a plane passing through the worldspace origin, aligned to two main axis and perpendicular to the third. The mirror system engine looks for a Driver or a group of overlapping Drivers at symmetrical coordinate of the active Drivers position depending on the active Mirror Plane.
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| Mirror Drivers Drivers section manages the parameters and feedback about Drivers in a symmetrical position to mirror Knot and Control Systems linked to them.
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| Mirror Knot / Controls Mirror Knot and Controls section provide the interface to recreate symmetrical elements with a single click. Once symmetrical of the active Drivers has been found, Knot System and Control Systems linked to it can be mirrored.
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| Hide |
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Hide Elements Hide elements section allows to manage the visibility of system elements by category. Each button hides and unhides all the elements of the specified type by selecting them and creating a temporary standard Named Selection.
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Troubleshooting
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