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    Speed up Spline IK process

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    • Dr. Sassi
      Dr. Sassi last edited by Dr. Sassi

      P.S.: I was too curious, so I used my private account to download it (since it is a new Mac, and has its own router, for now I can take a risk…), your rig is impressive.
      Thanks for sharing, and I will think about it.

      Dr. Sassi Sassmannshausen Ph.D.
      Senior Trainer, Maxon Master Trainer, L&D - Strategist
      Cinema 4D mentor since 2004, Member of VES, DCS.

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      • Dr. Sassi
        Dr. Sassi last edited by Dr. Sassi

        Hi Pitchi,

        Here is a "One Minute" workflow. I used 12 joints for this, but it works with any number, dependent on how you need it.

        https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_CLIPS_DRS/20251225_SplineJoints.mp4

        At the moment, I can't think of anything faster. Well, if you have a similar number of joints, then the joint production can be just to copy the group with the Align to Spline already attached. Then, with some routine, it is half the time.

        Of course, the handles need some attention, the Joint used for this should be not weighted/bind.
        CV4_2026_DRS_25_CAsj_01_.c4d

        Cheers

        Dr. Sassi Sassmannshausen Ph.D.
        Senior Trainer, Maxon Master Trainer, L&D - Strategist
        Cinema 4D mentor since 2004, Member of VES, DCS.

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        • Pitchi
          Pitchi last edited by

          Nice thanks you πŸ™‚ yes i tried the face rig tutorial introduction but i can't do exactly what i want. I tried something else; in the IK spline tag, I can link the size of a null to the length of the tangent of a point on the spline. I think I'll create a setup with the spline, joints, and nulls, which I'll then duplicate and place on the character.

          video link : https://wetransfer.com/downloads/1f5879cfef13990556c146a3b11a22ea20251226105108/1583f6?t_exp=1767005468&t_lsid=fedd0751-1e46-4996-bda5-0e13466adbf7&t_network=link&t_rid=ZW1haWx8YWRyb2l0fGIzNzkzZDA2LTJjNzAtNGM5NS1hYzk4LWM5NDFjNjZjYWM2Yw==&t_s=download_link&t_ts=1766746281

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          • Pitchi
            Pitchi last edited by

            I think I've found a fairly simple and quick setup to implement on a character.
            video link : https://we.tl/t-NHA42iH0PP

            SETUP_IK_SPLINE.c4d

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            • Dr. Sassi
              Dr. Sassi last edited by Dr. Sassi

              Thank you very much, Pitchi, for the files and clips!

              I took your file and placed some ideas into it, since your request was to speed up things.

              The key was to keep the Joint objects out of the Hierarchy; otherwise, any scale on one would affect the object below.
              I find no problems using just one Joint object to run the Spline IK. (Not a big time saver…)
              Instead of setting up the User Data, you could "wire" the Null object Shape size to the handles, which allows you to get more visual feedback.
              CV4_2026_drs_25_CAsi.c4d
              Let me know if there is anything else you would like to explore.

              Cheers

              Dr. Sassi Sassmannshausen Ph.D.
              Senior Trainer, Maxon Master Trainer, L&D - Strategist
              Cinema 4D mentor since 2004, Member of VES, DCS.

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              • Pitchi
                Pitchi last edited by

                good πŸ™‚ thanks you, yes it's good for me, i found a good way to place quickly the IK spline on face

                thanks you !

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                • Dr. Sassi
                  Dr. Sassi last edited by Dr. Sassi

                  Thank you, Pitchi, for the reply. πŸ™‚

                  In summary, this sounds like an interesting exploration, and I hope you have some time after the project is finished to share your impression, or if you can, the results (if it is public).

                  "P.S."
                  To complete this thread, I have explored the Spline Deformer with a Multi-Segment Spline. The option to reset it (Like with the Freeze option) is not given, and we need a solution, perhaps via XPresso. Also, the fine weighting for the face might be relatively hard to achieve, if not impossible. Since this could be a suggestion at one point, I wanted to share it.
                  CV4_2026_drs_25_CAsd_01.c4d
                  How it could be animated
                  CV4_2026_drs_25_CAsd_02.c4d
                  However, Character Animation might always include several influences, so this is just a brainstorming for now.

                  My best wishes for your project

                  Dr. Sassi Sassmannshausen Ph.D.
                  Senior Trainer, Maxon Master Trainer, L&D - Strategist
                  Cinema 4D mentor since 2004, Member of VES, DCS.

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                  • Pitchi
                    Pitchi last edited by

                    Nice we can have good result with the Spline deformer πŸ™‚ It's a shame we can't multiple Deformer Splines on an object and use fields on them.

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                    • Dr. Sassi
                      Dr. Sassi last edited by Dr. Sassi

                      Hi Pitchi,

                      It is kind of possible, but it takes a short detour.

                      Example
                      CV4_2026_drs_25_CAsd_11.c4d

                      The key is to keep the point amount the same, e.g., not Adaptive (Across all elements, including MoSpline)
                      I think it is time to wrap this into a feature request. πŸ™‚

                      Cheers

                      Dr. Sassi Sassmannshausen Ph.D.
                      Senior Trainer, Maxon Master Trainer, L&D - Strategist
                      Cinema 4D mentor since 2004, Member of VES, DCS.

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                      • Pitchi
                        Pitchi last edited by

                        good πŸ™‚ thanks you ! While experimenting with different techniques, I noticed that there could be additional tools for rigging. The Create IK Chain tool exists, but not Create IK Spline. A tool that allows converting an edge selection into a spline, then into a joint, and then adding an IK spline with controllers all at once would be ideal. This would eliminate the need to perform each step manually.

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                        • Dr. Sassi
                          Dr. Sassi last edited by Dr. Sassi

                          Sound great, Pitchi!

                          Please share that with Maxon, and if others read a long and find that great, please add you voice as well. πŸ™‚

                          Select edge or a connected series of edges "Edge to Spline"
                          For the direction of the joints hierarchy "Reverse Spline Direction"
                          Call up the function and add the amount of Joints "Convert Spline to Joints",
                          A check box if the Joints needs to be single or in a hierarchy, direction of the hierarchy.
                          Handles for start and finish or per Created Spline Point (related to the edge selection).

                          Screenshot 2025-12-27 at 10.46.10β€―AM.jpg
                          Screenshot 2025-12-27 at 10.46.11β€―AM.jpg
                          To create this suggestion use the
                          "Share Your Ideas"
                          https://www.maxon.net/en/support-center

                          Thank you! I will share that as well.

                          Enjoy your weekend

                          Dr. Sassi Sassmannshausen Ph.D.
                          Senior Trainer, Maxon Master Trainer, L&D - Strategist
                          Cinema 4D mentor since 2004, Member of VES, DCS.

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