>: CG Forums on 3dtotal - The best forums for CG artists :.
threedy forums home
 


top-table-gradient
Go Back   3DTotal Forums > Help, Advice and Chat > Animation & Rigging Help
bottom-table-gradient

Reply
 
Thread Tools Display Modes
14211 rads test
Old 27-01-2005, 08:35 AM   #1
uglycat
Registered User
 
uglycat's Avatar
 
Join Date: Dec 2004
Location: Canada
Posts: 126
Thanks: 0
Thanked 0 Times in 0 Posts
stretchable bones...

hm.. this is hard to explain, but bear with me.
what i'm asking doesn't involve the stretch modifier.

basically, i was wondering if it's possible to have bones that can change their length, depending on how far their child bone is.
so, say you were making a worm type mesh, and you wanted the mesh to be able to expand and contract longitudinally. is that possible? or am i resigned to use the stretch tool/modifier?
if i am, is there a way to make it so that when i stretch one bone, it does not stretch all the other bones attached after it?
uglycat is offline   Reply With Quote
Old 27-01-2005, 04:45 PM   #2
Clalan
Registered User
 
Clalan's Avatar
 
Join Date: Feb 2003
Location: Belgium
Posts: 56
Thanks: 0
Thanked 0 Times in 0 Posts
Send a message via ICQ to Clalan
creating stretching bones if fairly easy, creating a stretching hierarchy with an intuitive control setup a bit more challenging. the most common way to create a stretching bone is through constraints:

- create a helper and align it with the child bone, this will be used to move the child and stretch the parent.

- position constraint the child to the helper. now move the helper and you will see that the parent stretches, but doesn't change it's orientation causing the child to "break off".

- create a lookat constraint on the parent bone, with the helper as target. now move the helper and you will see that bone is stretching like it should!

remarks:

* a lookat constraint leaves one degree of freedom, the bone can still turn around it's x-axis. you can control this by setting the upnode for the lookat constraint (default is set to world).

* this setup is only the first stone in building an easy to control stretching hierarchy. you could create an entire hierarchy and then path constraint the helpers to a spine, creating a sort of stretching spline IK!

* you can also do the same through scripting by changing the bone.length value, but it's just easier with constraints

anyway, I hope this is a good starting point!
Clalan is offline   Reply With Quote
Old 06-02-2005, 09:06 AM   #3
uglycat
Registered User
 
uglycat's Avatar
 
Join Date: Dec 2004
Location: Canada
Posts: 126
Thanks: 0
Thanked 0 Times in 0 Posts
!

i just wanted to reply to say that the method worked very well!
thanks a lot for the help! ^_^
uglycat is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT. The time now is 02:39 AM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
all images displayed on this site are copyright the original artists and may not be reproduced, copied or published elsewhere without their express permission