Hi all, I am modelling a basic character, with the intention of creating a basic rig and doing some basic animation.
from what ive seen of rigging, it seems impossible to set a character up so I can squash and stretch, and other traditional animation concepts?
i mean if you have an arm rig you cant just stretch the bones, right?
is there something i should be considering before embarking on the rigging project? just looking for basic ideas for now, i havent done much rigging yet..
i dont think its worth animating this character if his shape stays constant.
thanks arctor, i always thought of bones being a fixed shape like a skeletal bone. it sounds like it wont be easy - but possible, so that helps, cheers
I think animating the bone length will be a much better idea. This will do the stretching. For the squashing, change the XY cregion radii to use expressions that change based on the length of the bone.
parent a series of nuls in object space and then object merge the point sop of each null. with an add sop create a curve and use that to capture your geometry.
with the proper use of restrictions IE locking translates in x y axis for the nulls you should be able to get the effect you are looking for. Remember to capture everything at frame 0
The path object just does not work in this instance, when you parent the controles you get uncontroled chaos. To tell the truth the idea I had needed more work but it does work.