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Tab32
11-11-2005, 07:36 PM
Being a new user here, I hope I havenít warn out my welcome. I have another question for my Pineapple rig that I have been working on. I have a great rig I am happy with for the main body using muscle bones. The area I am having difficulty with is making the leafs on top inherit a small amount of the z scale from the animation. Right now it is inheriting all the scale. I am using the expression ([Body_Bone_2:zscale]* .15) + .85. I can get this to work fine if the bones are not parented, but I need them to be. I have tried world position (example:Body_Bone_2:wzscale]) , but it also doesnít work. Iím sure there is something simple that I am missing here, but I have spent the last 2 days trying to come up with a solution with no luck. If anyone would like to take a look I am uploading the project , and a short .mov of what I have.


http://www.12forward.com/newsgroupsUploads/PineappleBodyMotionTest.mov



http://www.12forward.com/newsgroupsUploads/LeafsPecentage_verE.mpj


Thanks,

Terry

isobarxx
11-12-2005, 07:46 AM
Being a new user here, I hope I havenít warn out my welcome. I have another question for my Pineapple rig that I have been working on. I have a great rig I am happy with for the main body using muscle bones. The area I am having difficulty with is making the leafs on top inherit a small amount of the z scale from the animation. Right now it is inheriting all the scale. I am using the expression ([Body_Bone_2:zscale]* .15) + .85. I can get this to work fine if the bones are not parented, but I need them to be. I have tried world position (example:Body_Bone_2:wzscale]) , but it also doesnít work. Iím sure there is something simple that I am missing here, but I have spent the last 2 days trying to come up with a solution with no luck. If anyone would like to take a look I am uploading the project , and a short .mov of what I have.


http://www.12forward.com/newsgroupsUploads/PineappleBodyMotionTest.mov



http://www.12forward.com/newsgroupsUploads/LeafsPecentage_verE.mpj


Thanks,

Terry

Hi Terry. Something about adjusting the scale amount was behaving oddly. I ended up recreating the rig the long way with expressions... but it works now. There's a slider to adjust the leaves scale from -100 to 200%, and to switch the rig from having the controls parented from the bottom up, to being independent of each other.

stooch
11-13-2005, 04:17 PM
wow, judging from that response, you definitelly havent worn out your welcome :)

Tab32
11-15-2005, 10:40 PM
Hi Terry. Something about adjusting the scale amount was behaving oddly. I ended up recreating the rig the long way with expressions... but it works now. There's a slider to adjust the leaves scale from -100 to 200%, and to switch the rig from having the controls parented from the bottom up, to being independent of each other.

Isobarxx,


Wow!!! Your rig is way better than mine! I've spent all day trying to dissect it, and I still don't what all the expressions do, especially the subtraction of the GetSetupValue. I am learning a lot! Hopefully this will help others to. Thanks for taking the time to help.


The one thing that I lost was the alignment of the chest bone and the hair bone. I am using a hair null instead of a bone because I have a pretty complex hair rig with lots of motion dynamics to be effected by the movement of the body bones. Take a look at his post:


http://forums.cgsociety.org/showthread.php?t=288136


I have tried using an Align expression on your rig with the hair _muscle bone turned off, but I don't think it will receive the rotation from the chest muscle bone.


Because of all the Motion Dynamic hair I can't use a muscle bone for the hair, I just need the alignment and scale to effect the null and all its children.

I hope all this makes sense. And again thank you for taking the time to help and sharing your knowledge!

Terry

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11-15-2005, 10:40 PM
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