about squash& stretch

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 03 March 2006   #1
about squash& stretch

there are 2 simple effect but i dont find the way, can anyone tell me?

1) how do this style Squash and stretch effect in Messiah ?



2) how messiah do path follow animation?

thanks for any advice..
 
Old 03 March 2006   #2
two ways

the easiest one is to have a muscle bone and a target to aim at. muscle bones automatically squash and stretch.

the other is to add the x and z channels to this expression: 1/sqrt([Skeleton_Bone_1:zscale])

path follow animation(meaning it lags behind another object at a distance) uses this expression:
if you want to use a frame offset instead of a distance offset, use:
FollowFrame()

-JoeC
 
Old 03 March 2006   #3
JoeCosman, thanks for your reply

your tow solution is usually right work for squash&stretch. but I think I don't say it clearly,

1) I want when Squash it, the box mesial part will bulge; Stretc it, the box mesial part will shink
. like attatched picture showed.

2) eg, I have a motion path curve, I want a box move along this curve , like this style path follow, or other names. and how can i achieve it?

thanks a lot
 
Old 03 March 2006   #4
On lightwave, just use endomorphs do get this result!
__________________
Silvio Toledo
Brazil
 
Old 03 March 2006   #5
ohh... yes, it's the simplest way to get effect, thanks for your hit.

isn't it any direct way to get it?
 
Old 03 March 2006   #6
Have you tried the muscle bones or Joe's expression? It doesn't get any easier than that.

Or are you referring to the curves of the objects when squishing?
__________________

drip.de
 
Old 03 March 2006   #7
I think he's referring to curves.

so.... two ways, again.

first is a morph target. model it squashed, or stretched, and the negative value will give the other result.

second is parent a bone to the root, with a metaEffector defining a weight falloff. use the same expression 1/sqrt([Skeleton_Bone_1:zscale]) and add the second bone's X and Y scale.

the metaEffector will define the curve bulge, and the bone will control the amount of scale.


you can also key this by hand, too.
 
Old 03 March 2006   #8
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 02:08 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.