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View Full Version : Turning this stretchy spine into a squashy spine


JaredTaylor
11-02-2009, 07:10 PM
Hi guys,

I've got a stretchy spine setup, but I want to make it squash. I've looked at a lot of tutorials but they're all unnecessarily elaborate, and I'm trying to commit this stuff to memory. The stretchy spine tutorials I found all had totally unnecessary steps, like using 2 MD nodes, then connecting it all through a colorblend, making a stretch attribute, etc.

So here's how I make a stretchy spine, hopefully someone can tell me how to make it also squash:

1) Make an IK spline handle from the first to last joints (I have 7 joints)
2) arclen -ch 1 name_of_the_IK_curve;
3) add the curveInfo1 to my hypershade graph, and add one MD node and one condition node, then rename them.
4) Connect the arclength from the curveinfo1 node into the first term of the condition node and the input1x of the MD node
5) Copy/Paste the arclength into the second term of the condition need then set it to greater or equal.
6) Copy/Paste the arclength into the Input2X of the MD node then set it to divide.
7) Connect the outputX into the colorIfTrueR of the condition node.

Done. See, it's simple, unlike all these tutorials, now I could grab the spine and it'd stretch. So how do I do this to make it squash?

Thanks :D

Darksuit
11-02-2009, 08:02 PM
So one of the reasons you wind up using the Color blend node for something like the stretch rig
in this tutorial (http://www.darksuit.com/tutorials) (which I am hoping you did read through). Is to create a control to turn the stretch on and off and to ease the states of the strech.

The color Blend node is not nessecary in the setup, its just icing for additional control. The MD nodes are used to create an expresion via nodes to preserve the volume of the object.

The second set of color blend nodes is used as a warning control for the animator to know when an object is stretching or squashing too much.

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