Hehe, thankyou!
If i have a little time today, ill post up some more stuff on elasti-girl research and some theories ive been looking into from the clone-wars. Which is an artistic curve/bend rather than incredibles style squelch!
A little more:
So with the clone wars, ren and stimpy, dexters lab. They have an artistic curve at the tops and bottom off the legs and arms.
With the legs, with fast or dynamic posing you have two values, firstly a general slight curve the leg, this is minimal. Secondly the top edge of the leg, becomes one fluid curve. Similiar to the action line in animation. - this is when the leg is slightly bent from being straight.
The underside retains its natural shape/muscle and only takes on a little curving.
When bent the legs have an altogether effect going on, namly the low leg (knee down), has an inverted curve. Breaking the whole arc of the leg but retaining dynamism and strong posing. The back of this still retains its muscle shape. With the upper leg, the upper edge retains its curviture from the previous, but may become stronger, its underside remains the same. - for when the leg is sharpy bent.
Arms are different matter altogether.
In a dynamic shot in the ‘clone wars’, mase windo is fighting tons of robots, the arms are either in a bend bone style with a generous arc, that tapers to the wrist, or very sharp, tight angles.
It all though, depends on the character, mase is a bulky, heavy so not much deformation goes on. Also his legs dont taper at the feet, so its a dynamic is heavy/solid.
Anakin on the other hand, is light footed and quick, his feet are tiny, so the arcs give a ‘fleet of foot’ feeling. It accentuates the performance.
So with this in mind developing a stretching system needs the following:
ik/fk - the ability to break joints. Now it could be an entirely ik system that references an fk for special situations.
Bone scaling/length adjustments - vital for dynamism
stretching in conjunction with bone scalling (plus the ability to turn it off/down) - this is vital, because one goes in hand with the other. The ability to stretch is one thing, but those bones need to be able to adjust in length too.
Generalised curviture - basically a general curve that runs through all the bones, in other words bend bone.
specialised curviture - the ability to drive the whole curviture of the leg. This can be achieved with splineIK, custom setups etc
[b]
shape curving[/b] - now this is different, the ability to direct the curve of the leg/arm/body on its top edge and bottom edge. This allow for great dynamics, and breaking of poses.
This basically covers all the bases for a good setup. Achieving this in a reliable solution is difficult, as you dealing with odd rotations, positions etc so working out which order each system goes is vital.
Also it has tp be readable fo the animator, is access to controls and vitally keeping up with everything so they can easily reset each part.
eek