The number of spine joints in this example is pretty low purely to reduce the amount of connection explanations I have to type. It should be fairly easy to take this and construct the it over more joints. Normally I'd be working with at least one extra joint, sometimes more, and this really improves the deformation quality in non-stretchy mode but particularly when it is stretching. There are also some real limitations to how far you can go with squash & stretch setups for a game engine which I'll get to later...
Showing posts with label squash and stretch. Show all posts
Showing posts with label squash and stretch. Show all posts
Thursday, 20 January 2011
Adding squash & stretch to the spine control rig
So, to add squash & stretch to the spine rig.
The number of spine joints in this example is pretty low purely to reduce the amount of connection explanations I have to type. It should be fairly easy to take this and construct the it over more joints. Normally I'd be working with at least one extra joint, sometimes more, and this really improves the deformation quality in non-stretchy mode but particularly when it is stretching. There are also some real limitations to how far you can go with squash & stretch setups for a game engine which I'll get to later...
The number of spine joints in this example is pretty low purely to reduce the amount of connection explanations I have to type. It should be fairly easy to take this and construct the it over more joints. Normally I'd be working with at least one extra joint, sometimes more, and this really improves the deformation quality in non-stretchy mode but particularly when it is stretching. There are also some real limitations to how far you can go with squash & stretch setups for a game engine which I'll get to later...
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