Squash and Stretch character rig

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Hello,

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:

Thanks
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Joined: July 2005
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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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