View Full Version : Converting a box into bone that stretch in Max?
Illusion-shadow 11-09-2006, 05:39 AM Is it possible to convert a box that will stretch and squash like bone? I know one way to do this is to convert the bone to an editable poly and then attach a box to it, which will give me the same thing. But I am wondering what is driving the stretch and squash and how can I change the value of the squash, like may be the squash will squash 2 times as much as normal. and when it stretch it will not thin out at all. Thanks in advance!
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zzama
11-09-2006, 11:52 AM
Go to Character -> Bone tools (max 8) or Animation -> bone tools (max 9) and check Bone On, unckeck Freeze Lenght and Strech -> squash
Illusion-shadow
11-09-2006, 01:58 PM
Checking the check bone on doesn't turn the box into bone. Because if you look at the message under "correct Negative Stretch" it states that: selection is not a bone object, stretch factor: undefined.
I search the max script reference, but could find anything that can turn a box into a true bone object. or what determine the squash value.
zzama
11-09-2006, 09:19 PM
ye, you're right. i could swear i did this before..:shrug:
zzama
11-09-2006, 09:25 PM
ok, try this: create a bone (stretchy), convert to editable mesh/poly, attach the box, delete the bone subobject
ravikit79
11-15-2006, 11:59 AM
Box worked for me as a bone but u need to make sure u create 2 boxes move there pivot points to one end and then link both boxes and then turn both the boxes into bones but give the stretch option to one box now if u move the second box the first box should stretch.
second box will work as a nub bone
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