Burlap_Sack
08-14-2002, 02:29 AM
I'm tired of Gumbi arms so I've been building anatomic rigs with polygon objects, IK and target expressions.
I use muscles attached to different points on bones.
Then have these muscles target each other so they operate like pistons.
They look pretty cool when they are animated, But they dont make very functional bones. Because the piston action causes the mesh to cross over itself.
I am aware that I can use a comproize b/w vector weights(between the 2 part "piston muscles"). Or I can (and have) use IK to create muscles structures that bulge,..
but all of that seems overly complicated and would compromise the quality of the movement. not to mention tens of hours of work per puppet.
what i really need is one bone that strecthes b/w 2 points
so any thoughts???
thanks alot.
I use muscles attached to different points on bones.
Then have these muscles target each other so they operate like pistons.
They look pretty cool when they are animated, But they dont make very functional bones. Because the piston action causes the mesh to cross over itself.
I am aware that I can use a comproize b/w vector weights(between the 2 part "piston muscles"). Or I can (and have) use IK to create muscles structures that bulge,..
but all of that seems overly complicated and would compromise the quality of the movement. not to mention tens of hours of work per puppet.
what i really need is one bone that strecthes b/w 2 points
so any thoughts???
thanks alot.
