View Full Version : about squash& stretch
gntnyng 03-06-2006, 11:04 AM there are 2 simple effect but i dont find the way, can anyone tell me?
1) how do this style Squash and stretch effect in Messiah ?
http://i47.photobucket.com/albums/f179/gntnyng/Squatch.jpg
2) how messiah do path follow animation?
thanks for any advice..
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JoeCosman
03-06-2006, 04:18 PM
two ways
the easiest one is to have a muscle bone and a target to aim at. muscle bones automatically squash and stretch.
the other is to add the x and z channels to this expression: 1/sqrt([Skeleton_Bone_1:zscale])
path follow animation(meaning it lags behind another object at a distance) uses this expression:
if you want to use a frame offset instead of a distance offset, use:
FollowFrame()
-JoeC
gntnyng
03-07-2006, 01:59 AM
JoeCosman, thanks for your reply
your tow solution is usually right work for squash&stretch. but I think I don't say it clearly,
1) I want when Squash it, the box mesial part will bulge; Stretc it, the box mesial part will shink
. like attatched picture showed.
2) eg, I have a motion path curve, I want a box move along this curve , like this style path follow, or other names. and how can i achieve it?
thanks a lot
SilvioToledo
03-13-2006, 04:18 PM
On lightwave, just use endomorphs do get this result!
gntnyng
03-14-2006, 10:46 AM
ohh... yes, it's the simplest way to get effect, thanks for your hit.
isn't it any direct way to get it?
dobermunk
03-14-2006, 11:51 AM
Have you tried the muscle bones or Joe's expression? It doesn't get any easier than that.
Or are you referring to the curves of the objects when squishing?
JoeCosman
03-14-2006, 05:18 PM
I think he's referring to curves.
so.... two ways, again.
first is a morph target. model it squashed, or stretched, and the negative value will give the other result.
second is parent a bone to the root, with a metaEffector defining a weight falloff. use the same expression 1/sqrt([Skeleton_Bone_1:zscale]) and add the second bone's X and Y scale.
the metaEffector will define the curve bulge, and the bone will control the amount of scale.
you can also key this by hand, too.
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