View Full Version : Stretching IK joints in Maya
01-21-2003, 03:19 AM
I am about to rig a character I want to put some cartoon animation into and would like to strecth out the limbs when showing weight. My question is how do you make the ik chains able to stretch further than they have been made ( I know with FK you can just key the translation). I have seen this done in Mark Behms' rig but would like to know how to do this myself. Does anyone have any ideas?
Goosh has a good tutorial on elastic foot setup on his site (http://www.digital-dreams.net/)
that might help you.
Was very helpful for my rigging.
01-21-2003, 03:44 AM
Hi there. I got an old setup (i havent messed with it in about a month)
I'll try to put up a tutorial as soon as I can...
If ou give me your email I'll send it to you. (just the leg)
01-21-2003, 04:32 AM
thanks for the replys (and so speedy:)), I am checking out gooshs' site now. fxjeane check your pm's
01-22-2003, 10:32 PM
i have worked on some stretchy characters too, let me know if you still need help :)
01-23-2003, 07:11 PM
dido so do I!
if you need any help you can send me a reply
by the way, goosh's tutorial rocks!!!
01-23-2003, 08:59 PM
01-23-2003, 09:32 PM
Another thing ot think about is that you ca turn off "scale compensate" for the particular joint chains you want to be able to squash and stretch. Just someting to consider.
01-25-2003, 03:04 PM
Hi there. as promissed here is my old stretchy leg.
On the left leg I was working on adding an FK__IK switch.. I gave up half way because I though of a better way (working on that now).
However the stretchi part does work. You can control how stretchy the leg is by changin the "stretchiness" attribute on the L_leg_root and the R_leg_root node.
hope you like it
Ps. the rig is not done so there are parts where it will break, especially the FK_IK switch... (since I never finished)
01-29-2003, 06:57 PM
Caught this thread yesterday and decided to join in on the fun. Coincidentally, I'd decided yesterday to start a "Daily Project" for myself and this seemed like a good candidate.
I decided to try to create a stretchy IK setup on my own before looking at any of the others here and find the similarities and differences pretty interesting.
This version uses utility nodes and is automated. Just pick your IK Handle, run the script and....we hope it works. It definitely has limitations at this stage. Download the MEL to see what those limitations are.
Anyway, the results of a half-day of work are on the front page of my web site, but here are some quick links to various files:
DivX Loopable Movie (http://www.community3d.com/daily_projects/video/stretchyLimbs.avi)
MPEG-1 Movie (http://www.community3d.com/daily_projects/video/stretchyLimbs.mpg)
MEL Script: stretchyLimbs.mel (http://www.community3d.com/daily_projects/scripts/stretchyLimbs.zip)
Maya Sample File (http://www.community3d.com/daily_projects/samples/stretchyLimbsMB.zip) (script not applied. select the IK joint and apply it yourself to see what happens)
That's it. It's just a start, and more to come. My plan is to take the weekend to spruce up each of my daily projects (at least take them to beta versions over the weekend).
01-30-2003, 02:37 PM
Hey everyone, thanks for the replys. I haven't had much time recently so I have only had a very brief time to try goosh's tutorial (and its been a late night). I haven't done much with the hypergraph or with utility nodes in the past so its an area I'm really failing in (but I really wanna learn).
Goosh: I tried your tutorials but have a question. When you created the reverse foot, did you make an extra join to sit directly underneath the ankleReal or did you just point constrain the ikhandle to the ankle2real of the reverse foot?
fxjeane: I had a look at your rig and it looks excellent. i really like how it shifts the volume of the leg when it stretches
01-14-2006, 05:00 AM
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