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Krizstof7
02-03-2011, 07:40 PM
Hi everyone. I kind of new to Maya rigging. I got this project in which I need to rig a Bird. the problem here is that I need his body to stretch and squash. I have tried two things so far.

The first one is a cage of bones around the body in which each chain contains an IK handle. then using the measure tool and a multiply/divide node, to calculate the stretch. now this gives a really nice stretch... but no squash.

the second one is using splines. a chain of 4 bones parent constraint to locators. then the locators attached to spline with motion path. again. nice stretch. kinda buggy (I guess is the orientation of the locators.) but works.

My question is if there is some other way to do this? I can get the stretch really easily. but the squash is giving me problems. On one last note. I also need the character to be fully scalable. winch method works best for this? can someone point me in the right direction?

sorry for my english. and thanks in advance! :)

http://i1207.photobucket.com/albums/bb466/Krizstof/polly_rig.jpg

pooby
02-03-2011, 10:52 PM
A lattice?

nottoshabi
02-04-2011, 02:55 AM
Yes a lattice is the way to go. Rig the bird regularly then add a lattice to it. Making it scalable afterwards is not going to be an easy task. Squash and stretch rigs are a head ache. I think you bit off more then you can chew at this point.

Try setting it up as a stretchy spine if you paint the weights good enough you should have a good squash. And it will be easier for you to set up and animate. You could also try doing it in fk. Just rig the whole bird in fk and translate joints. That could be your fall back if the other to fail. Or you run out of time.

pritishd
02-04-2011, 06:25 AM
Hi everyone. I kind of new to Maya rigging. I got this project in which I need to rig a Bird. the problem here is that I need his body to stretch and squash. I have tried two things so far.

The first one is a cage of bones around the body in which each chain contains an IK handle. then using the measure tool and a multiply/divide node, to calculate the stretch. now this gives a really nice stretch... but no squash.

the second one is using splines. a chain of 4 bones parent constraint to locators. then the locators attached to spline with motion path. again. nice stretch. kinda buggy (I guess is the orientation of the locators.) but works.

My question is if there is some other way to do this? I can get the stretch really easily. but the squash is giving me problems. On one last note. I also need the character to be fully scalable. winch method works best for this? can someone point me in the right direction?

sorry for my english. and thanks in advance! :)

http://i1207.photobucket.com/albums/bb466/Krizstof/polly_rig.jpg

You can use my auto rigging tool, where I offer a bone based squash and stretch.

http://tinyurl.com/PKDRig

I have made a template to help you get started, where for the neck I have used a cartoony "Spine" body part.

Reposition the locotors to your rig and make sure to tweak teak the joint orienatation

If you are just after a specific"squash/stretch" feature for your rig, you can see how I implemented that feature in a "Spine".

Hope it helps.

deependrab
02-04-2011, 12:14 PM
I think you use spline ik then you use maya utility multiplyDevide for stretching then you use some expression.

giordi
02-04-2011, 02:05 PM
yeah exactly this is the best way ( the spline ik with S&S )
also if you watch the friendly rig DVDs you will see that there is a tecnique that allows you to controll how much and how it stretch but this is quite advanced so i think a "basic" S&S will work without problems

Krizstof7
02-04-2011, 11:14 PM
Thanks everyone for the response! A Lattice never came to my mind for doing this. I was trying too hard to come with joint based solution. I will try it out to see how it goes.

I will also try Pritish Dogra solution. and the spline Ik too.


Will post the result anytime soon. :)

everyFrame
02-06-2011, 05:31 PM
I second using a lattice. it's too easy.

giordi
02-07-2011, 12:31 PM
well i dont like to use deformers for main deformation if it s not for face rig only , since bones deformation are calculated faster then deforms

peasjam
02-15-2011, 09:37 AM
Hey,

Regarding squash/stretch spine rigs:

http://td-matt.blogspot.com/2011/01/spine-control-rig.html

and adding squash stuff to the spine control using a lattice:

http://td-matt.blogspot.com/2011/01/adding-squash-stretch-to-spine.html


It's perfectly possible to make a character scale-able, check out the 'inherits transforms' property of nodes - this is the key to solving the 'double transform' issue that tends to crop up when building characters that can scale.

Matt.

pritishd
02-15-2011, 10:14 AM
Hey,

Regarding squash/stretch spine rigs:

http://td-matt.blogspot.com/2011/01/spine-control-rig.html

and adding squash stuff to the spine control using a lattice:

http://td-matt.blogspot.com/2011/01/adding-squash-stretch-to-spine.html


It's perfectly possible to make a character scale-able, check out the 'inherits transforms' property of nodes - this is the key to solving the 'double transform' issue that tends to crop up when building characters that can scale.

Matt.


Thanks for sharing those links, Matt. I never used lattice for squash and stretch, as I normally use a bone based method or use the squash/stretch deformer, but good to know now.

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