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In BisonRig_joints.py, I first set up the heirarchy and create a dictionary. The terms corespond to a
naming convention, and allow for easy identification of parts, and reusable code. The dictionary
cleans up the code, and saves the artist alot of time.
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This is how I loop through the dictionary and set up basic leg joint chains. The other joints
are created the same way.
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In BisonRig_controls.py I create the IK system and set up the NURBS controlers. This is a sample of that
where I create a basic IK. Other parts of the body have their specific set up loops.
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Since I had to save production resources I couldnt do a full hair simulation, but I could add dynamics to the tail movement.
In BisonRig_dynamics.py I created a three-joint-chain stretchy IK system just for the tail. The tail has skin joints, IK joints,
and dynamics joints. In general, the total rotation of the skin joints are a linear combination of
the rotations of the IK and dynamics joints. Since this was a procedural tail, there were no FK controlls.
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Bison have stiff upper tails, and when they run, the hair scrunches up and down. In order to better control the motion of the tail I wrote a MEL expression. The translation controllers create a
turbulent motion that creates an erratic motion. The amount of erradic motion the joint receives depends on a custom falloff attribute.
The closer to the base of the tail a joint is, the less amount of turbulence it will recieve. This falloff is multiplied into the
joint equation and creates a scrunchy effect when the tail moves back and forth.
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