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#1 |
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Registered User
Join Date: Dec 2004
Location: Canada
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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? |
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#2 |
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Registered User
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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! |
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#3 |
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Registered User
Join Date: Dec 2004
Location: Canada
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!
i just wanted to reply to say that the method worked very well!
thanks a lot for the help! ^_^ |
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