Isolating angle of squash and stretch


#1

I’m trying to rig a bouncing ball. I’ve set up squash and stretch, which is pretty easy. What I’m trying to do now is allow the angle of the squash and stretch to change without rotating the ball. Any ideas?


#2

add a bone and a null. Add aim at constraint to the bone pointing at the null with scale to reach (tick z axis only) then constrain the geometry bone to the aim at bone with “scale as”…

disclaimer: Just made it up, might not work.

Edit: does not work, it just scales in the angle of the geometry bone. Dang.

Otherwise, play around with the pivot when doing scaling operations, you can move the pivot around and rotate it to get different scaling effects


#3

I saw a tech talk video on the Hash site that helped a little. In their rig they had an unscale bone, so that bones further down the hierarchy did not get squashed or stretched. I tried doing the same thing except I created an unrotate bone that had the geometry attached, parented to the bone that did the squash and stretch. I was able to get this to work in Euler coordinates, but the expression gave me a syntax error when I tried to do quaternions. Does anyone know if the Quat(x,y,z,w) expression can take negative values? Anyway, the end result with Euler was 90% effective. It still gave me a little unwanted rotation.


#4

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