I've created a character rig and I require some of the bones to squash and stretch. Could someone point me in the right direction of how to achieve this please? Preferably in a highly detailed direction… :wink:
In the OBJ context you add a bone and 2 extra null objects. the first null you rename “boneEnd” the other you rename “upVector”
Open up the bone properties panel. open transform tab In the lookat channel add ../boneEnd
In the Orient Up Vector add origin(opinput(“.”,0),“../upVectorl”,TX) origin(opinput(“.”,0),“../upVectorl”,TY) origin(opinput(“.”,0),“../upVectorl”,TZ)
open bone tab
And add “vlength(vtorigin(opinput(”.“,0),chsop(”lookatpath“)))” This expression will calculate the length between the vector of you bone root and the lookat channel that was filled in earlier in the transform tab.
Now you should have a stretchable bone with controllable orientation.
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