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
Squash and Stretch character rig
2461 1 1- chunkified
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- kgoossens
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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.
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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