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The Hair of the Jerk

For the hair of The Jerk, the overlapping action rig setup was used (loaded straight from the finished example file from Chapter 13, “Making Advanced Connections”). This was simply imported from the completed file from Chapter 13, chapter13_OverlappingAction_finished.mb, and then was translated, rotated, and scaled into place using the TRANS_ROTATE_SCALE_MATRIX node. Then the mainAttachNode was constrained to the end of the head hierarchy to attach it to the main skeleton. See Chapter 13 for a detailed step-by-step tutorial on how to create this dynamically driven floppy IK setup.

Note

If you do not want the dynamics mode of this rig during actual animation testing, you can turn the dynamicFlopOnOff and addMoreFlopiness attributes found on the FloppyChainContoller locator node to 0 until the actual playblasted animation occurs. Then you can begin testing how high you want to set these attributes. Note that because this portion of the rig is using soft body particle dynamics, it is necessary to start the animation at least 10 to 15 frames earlier so that the dynamics get a chance to calculate their initial position correctly.



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