Just to add to what Eric clarified (and rightly so):

To the scene graph, the bones are nothing but a bunch of point (nulls) with parent--child relationship. In theory, you could completely rig a character with out any bones using just a bunch of nulls if you do not want IK. But no character setup is complete without IK and hence the need of bones. In case of just nulls, the distance b/w them would represent the bone length. The bone implicits are just there to give you a feel of the actual bone plus many features of IK that you cannot have without an IK solver working for you.

Also in character rigging (from whatever little experience I have in that field), it is of utmost importance to have the envelope deformers on a completely different layer from the rest of the rig. In fact it is advisable to have your rig layered out according to functionality of its elements. So one layer just for deformers, another one just for bones, a separate one for secondary controllers and so on and so forth. As an essential rigging practice, you should be able plot the animation the of the deformers (nulls) and be delete the complete rig without losing animation.


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On 08/03/2013 4:02 PM, Eric Thivierge wrote:
Not sure what you mean Gustavo. We still use Bone chains for solving the IK and we take our deformer nulls and constrain them to the bones. Then when switching to FK, blend the constraints over to the FK controls (curve objects).

The squash and stretch is done through your control setup. Your deformers just react to what that setup does. You don't envelope to Bones in a bone chain. The squash and stretch you get from doing this is fake btw. Under the hood it is actually adding your roots and effectors to the envelope and uses the bone + next bone or effector to do the weighting. Instead you have to compensate by having a null deformer at both ends of the bone when using a setup without them.

The bone implicits do not offer a solution as they do not have roots or effectors and thus when used in skinning, reacts just as a null does.

--------------------------------------------
Eric Thivierge
http://www.ethivierge.com


On Fri, Mar 8, 2013 at 3:15 PM, Gustavo Eggert Boehs <[email protected] <mailto:[email protected]>> wrote:

    How do you get objects to point the right place when building
    hierarchies from, say, nulls. Plus how do you store the original
    distance between them in case you want to squash, stretch? I mean
    it is doable, but seems like a good amount of work for something
    basic.
    Doesnt the recently introduced IKless bones present a simpler
    solution. Or do even them present such an overhead?
    Last time Ive checked though they would brake weightmap symettry.
    Quite a deal braker...


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