View Full Version : Character Studio: need to stretch bones
JennDowns 03-28-2003, 09:46 PM I am animating a character that in one shot needs to stretch it's neck lengthwise (considerable stretching). Now I know that cs bones can't be stretched. However, I'm at a loss as to how to accomplish this quickly and effeciently. Here are the particulars:
CS4 biped with skin.
The body mesh is separate from the head mesh yet they share the same biped skeleton.
The head mesh has long ears so a set of ponytail bones are also being used.
Now, I think I may have to rig up a different neck system for this single shot but I am hoping that someone out there has a different solution.
Thanx
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Hi JennDowns,
This may seem like a over simplyfication of your shich, but have you tried non-uniform scaling (local Z axis) the neck bones with animate on thereby creating keys?
I've been in character studio (R3) for three weeks on a 15 second piece!
Let us know..
:cool:
-Shea
www.Ls3D.com
JennDowns
03-28-2003, 10:12 PM
Unfortunately, using scale or nuscale doesn't work even with the animate button turned on. I can scale the bones if I am in Figure mode but that isn't animateable.
Hmm,
I thought scaling of bones was one of the 'new' R4 features,..
Have you considered an FFD either on top of physique or on a snapshot mesh that you hide toggle with the orig?
Nice web site BTW.
-Shea
www.Ls3D.com
JennDowns
03-28-2003, 10:40 PM
Doh! Major typo.....I'm still using cs3:hmm:
FFD's are problematic since the head mesh is separate. The snapshot mesh sounds like an interesting idea, I'll give that a shot.
Right backatcha about the website.
Mahlon
03-28-2003, 11:35 PM
Yeah, with CS3 I don't know how to do it. In CS4 you can do it with sub-animation controllers. If you figure out a way, let us know. I was just asking in the rigging forum about possible way to script stretching on CS bones. Don't know yet though...
Mahlon
JennDowns
03-29-2003, 04:08 AM
Mahlon, I saw your reply over on the discreet forums. Thanks:D I will tuck that info away for when I finally get cs4.
Well after doing some experimentation I've come to the conclusion that I will have to set up a special rig for this shot.
dubge
03-29-2003, 01:46 PM
can you try and make a morph target with the body? just a thought. Make the bones in the steched position. then make a neck streched with morph target. Not sure if that would work but it's something.
JennDowns
03-29-2003, 03:43 PM
yeah I thought about that but the problem that keeps coming up is that the head is a separate mesh, the neck is part of the body mesh. I really don't want to get into hand keying the position of the head in relation to the neck:)
Hydra
03-29-2003, 03:46 PM
laf
while reading this I actually came up with a sort of workaround ->
use AfterEffects when the short/movie is finished. cut the neck, animate it moving and repaint the gap in photoshop, and finally rerender in AfterEffects :rolleyes:
dubge
03-29-2003, 03:51 PM
sorry. to bad you have set up another rigg. If I can think of anything else I'll post. but seems like there aren't many options.stinkin cs 3. good luck.:)
RussellB
03-29-2003, 05:16 PM
Create a dummy in the position of the neck, this will be your control object.
Apply a mesh select modifier to the section that needs stretching.
Go to vertex sub object mode and select the top 4 vertices of the neck section. Now apply a LinkedXform mod.
In the LinkedXform mod panel, choose the dummy as the control object.
Now apply a LinkedXform modifier to the head and again assign the dummy as the control object.
That's the set-up. You should now be able to animate the head and neck segment as usual then when the neck needs stretching, animate the position of the dummy.
Cheers
:beer:
RussellB
03-29-2003, 05:18 PM
Oh, just saw that you're using CS4... everything applies except instead of selecting 4 verts, select all the verts at the top of the neck section. :thumbsup:
JennDowns
03-29-2003, 07:25 PM
RussellB, Awesome :thumbsup: Simple and elegant. I will give it a go. Thanks
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