PolygonGoon
11-28-2007, 10:46 PM
Hey guys, I am in the need to make a rig, that needs to strech, needs to have multiple geometry (forarm, bicept, neck, chest, etc) So no skinning. And i need to beable to manipulate it anyway i want, like move the verticies, scale, etc.
So far i made a scelaton and made seperate geometry for each limb(Forarm, hands, leg, feet, etc) and parent constrained the geometry to the bones, and then made some handles and parented the handels to the joints for easier animation.
Then i created new handels, and created SDK's for the limbs so when i pull the handel the geometry will move with it, so like its stretching as if it was skinned.
problem is that i cant move those SDK'd vertices, well i can move them just not animate them, they just snap back into place.
Now i know about clusters i have tried using them, but can't really find a good work around, to beable to stretch geometry, and also beable to move the verts anywhere i want and key them in a animation.
i KNOW this is breaking so many rules for rigging, but this is the kind of workability i need. So any information on any of this or new ideas, please tell me. But also if you tell me, please be specific and descriptive in your response so i can go ahead and give it a shot. Thanks everyone who helps!
-Mark
So far i made a scelaton and made seperate geometry for each limb(Forarm, hands, leg, feet, etc) and parent constrained the geometry to the bones, and then made some handles and parented the handels to the joints for easier animation.
Then i created new handels, and created SDK's for the limbs so when i pull the handel the geometry will move with it, so like its stretching as if it was skinned.
problem is that i cant move those SDK'd vertices, well i can move them just not animate them, they just snap back into place.
Now i know about clusters i have tried using them, but can't really find a good work around, to beable to stretch geometry, and also beable to move the verts anywhere i want and key them in a animation.
i KNOW this is breaking so many rules for rigging, but this is the kind of workability i need. So any information on any of this or new ideas, please tell me. But also if you tell me, please be specific and descriptive in your response so i can go ahead and give it a shot. Thanks everyone who helps!
-Mark
