I'm running into a major issue with the spinal autorigging.
I've tried it before without parenting the bones from the puppet tool on the torso to the structure, and it appears to work just fine.
But I've just been working with it now and actually going all the way through parenting the bones to the structure and I'm coming across a very strange problem:
- If the torso layer's visibility is turned off, and you move any of the controllers, the rigging on the spinal structure and the position of the bones works just fine.
- But if the torso layer's visibity is turned on, the spinal structure bends is weird ways and moves the bones with it. As soon as you click off the visiblity of the torso layer, it structure and bones snap right back to where they should be. I've attached some screencaps showing what happens with a small movement of the Body controller to the left. In the first image, you can see the distortion of the structures, bones, and therefore the image of the torso, in the second image, the only difference is that the visibility of the torso is turned off, and you can see that the spine has straightened out, and so have the bones. Strange!
- It doesn't matter if the visibilty is turned off and on with the main eyeball switch on the layer, or a solo button.
- It doesn't matter if the puppet tool is using the Advanced or Legacy engine.
- When I rig the spine "manually" - which I actually prefer so i have chest and pelvis control rather than neck/shoulder and pelvis (Bezier IK between spine 3 structure - I like 3 spines - and spine 1 structure, so spine 3 is the "chest", spine 1 & 2 the "belly" controlled by the bezier curve controller, then I just put an angle control for the neck on the chest controller) - everything works just fine.
Any clue what's causing this? Can someone else test this out?
BTW, I'm using Ae CC2018 on a Mac OS 10.11.6
Thanks!
TorsoVizOn.png
TorsoVizOff.png