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Course

Introduction to Rigging
feed Course Overview
Introduction keyboard_arrow_down
  1. 01

    01 Welcome And Some Rigging Philosophy

    Free
  2. 02

    02 Feature Overview And Some Tips And Tricks

2D Bouncy Ball keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Building a Simple Ball Rig

  3. 03

    03 Building a Better Ball with Empties

  4. 04

    04 Building an Even Better Ball Rig with Bones

Mr. Squeegee Feet keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Legs and Inverse Kinematics

  4. 04

    04 Feet and Transform Space

  5. 05

    05 Eye Tracking

  6. 06

    06 Putting It All Together

3D Bouncy Ball keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Rotation Theory

  4. 04

    04 Axis Angle and Euler Rotation

  5. 05

    05 Quaternion Rotation

  6. 06

    06 Transform Matrices

  7. 07

    07 Rigging the Ball

Mr. Hotdog keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Fingers with Action Constraints

  4. 04

    04 Body

  5. 05

    05 Eye Rig

  6. 06

    06 Arms with IK-FK Switching

  7. 07

    07 Basic Mesh Deformations

  8. 08

    08 Putting It All Together

Mr. Biped keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Head and Neck Rig

  4. 04

    04 Foot Rig

  5. 05

    05 Palm Rig

  6. 06

    06 Advanced Torso Spine Rig

  7. 07

    07 Pivot Slide Reverse Chain Rig

  8. 08

    08 Putting It All Together

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    01 Setting Up a Rig for Linking

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Videos keyboard_arrow_down

Course

Introduction to Rigging
Introduction keyboard_arrow_down
  1. 01

    01 Welcome And Some Rigging Philosophy

    Free
  2. 02

    02 Feature Overview And Some Tips And Tricks

2D Bouncy Ball keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Building a Simple Ball Rig

  3. 03

    03 Building a Better Ball with Empties

  4. 04

    04 Building an Even Better Ball Rig with Bones

Mr. Squeegee Feet keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Legs and Inverse Kinematics

  4. 04

    04 Feet and Transform Space

  5. 05

    05 Eye Tracking

  6. 06

    06 Putting It All Together

3D Bouncy Ball keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Rotation Theory

  4. 04

    04 Axis Angle and Euler Rotation

  5. 05

    05 Quaternion Rotation

  6. 06

    06 Transform Matrices

  7. 07

    07 Rigging the Ball

Mr. Hotdog keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Fingers with Action Constraints

  4. 04

    04 Body

  5. 05

    05 Eye Rig

  6. 06

    06 Arms with IK-FK Switching

  7. 07

    07 Basic Mesh Deformations

  8. 08

    08 Putting It All Together

Mr. Biped keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Head and Neck Rig

  4. 04

    04 Foot Rig

  5. 05

    05 Palm Rig

  6. 06

    06 Advanced Torso Spine Rig

  7. 07

    07 Pivot Slide Reverse Chain Rig

  8. 08

    08 Putting It All Together

The Proxy System keyboard_arrow_down
  1. 01

    01 Setting Up a Rig for Linking

Assets keyboard_arrow_down
  1. insert_drive_file

    2D Ball

  2. insert_drive_file

    Mr Squeegee Feet

  3. insert_drive_file

    3D Ball

  4. insert_drive_file

    Mr Hotdog

  5. insert_drive_file

    Mr Biped

  6. insert_drive_file

    Mr Biped for Linking

  7. insert_drive_file

    Errata

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Mr. Biped

07 Pivot Slide Reverse Chain Rig

24th September 2015

info License: CC-BY
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Published by

Francesco Siddi

Creating a pivot slide reverse chain rig.

6 Comments

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Philipp Schoch

14th November 2017 - 23:10

This is cool, but very complicated to set up. I was wondering if this isn't actually unnecessarily complicated. And I think I have actually found a far easier solution now to achive the same behaviour:

With my solution you do not need an inverse spine at all. Instead you need only one additional mechanism bone let's call it "MCH-pivot". (But you do still need both the original chain and the control chain.) MCH-pivot should be a copy of the first spine bone. (So they are aligned the same way in edit mode, such that they have the same local space. And they should probably have the same parent, too.)

Instead of sliding the original chain along the inverse spine, just set it up so that MCH-pivot slides along the control chain. Now add a copy location constraint on the first bone of the original chain, which copies the location of MCH-pivot. In this constraint check the Invert-checkboxes for all three axes. also set this constraint to local space.

That's it. :D

Besides thanks for this tutorial series. I learned a lot. I think this inverse spine rig is the only video in this series that is probably unnecessarily confusing in my opinion. :D

Philipp Schoch

16th November 2017 - 19:19

Ok, probably there is a little problem with my approach. I don't know if this is important. But at 12:30 he alignes the rig in a way such that it does not move inititially when going in and out of edit mode. That is quite tricky with my solution. because it messes up the copy location constraint, since the local spaces don't align properly anymore.

Show more replies

Philipp Schoch

16th November 2017 - 19:38

I think we can fix this by adding an additional intermediate parent to the original spine. Instead of applying the copy location constraint to the spine we can apply it to this parent.

Philipp Schoch

30th November 2017 - 22:05

@philippschoch: Ok, wait in the original solution in the next video the two chains are parented to the root bone directly not to the body bone. but for my solution I think they need to be parented to the body bone. Besides I think I encountered a few other issues with my solution. I think my solution is actually a bit trickier to implement correctly than I thought.

Fin O'Riordan

22nd March 2018 - 11:36

Ingenious!

Tighe Racicot

17th February 2022 - 09:15

This is an incredible lecture. I remade this rig in Blender, but I honestly don't understand how the pivot is effectively changing. Can anyone explain further? Edit: Ah, I'm starting to get it. Not quite 100%, but close. The key principal is the parallelogram he demonstrated. In the rig, the reverse chain is parented to the control chain, so it's the reverse chain that pivots, which takes the original chain with it.

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