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Roger Eberhart

Isolate angle of squash and stretch

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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?

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Would an animated Distortion box solve your problem?

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Here's a ball that achieves the same effect by doing the opposite:

 

the mesh can be rotated without changing the angle of the S&S

 

It has two bones:

-mesh controls the orientation of the geometry only.

-Pivot is the parent of mesh and has a S&S pose made for it.

 

The ball has two pose sliders (set them both to 0 to start):

-Pivot Point moves the origin of the Squetch between the top and bottom of the original confines of the ball. If you wanted to bounce off a ceiling, for instance, you might migrate the pivot point to the top of the ball.

 

-Squetch does the S&S in the direction of the Pivot bone

 

Point Pivot in the direction you want the S&S to run. Then rotate Mesh to orient the ball without changing the direction of the S&S.

 

I reverse engineered this from an Animation Mentor-supplied ball that operated in the same way.

BallWithStripe2.mdl

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Would an animated Distortion box solve your problem?

Right, I would think that the distortion box would be great for this.

You could really push the deform of the object to extremes with this.

Attach the dbox to the parent bone and all bones and their groups will deform with it.

 

Mike Fitz

www.3dartz.com

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A distortion box takes the CPs with it when it moves, so how would you change the angle of the squetch without changing the angle of the mesh?

 

Is there an example of a ball rigged with a distortion box for this purpose?

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I'm not 100% sure of the question.

But, rig the bone as normal, minus any distortion type bones.

Then add a distortion box to the bone used to animate place and rotation.

After you animate the motion, go back and select the distortion box, go to mesh mode and animate the control points of the dbox.

 

Mike Fitz

www.3dartz.com

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I feel like really slow learner, or like somebody that heard the punchline but missed the joke...

 

How do you add distortion box?!?

 

I've made new model and clicked and right clicked everywhere but I can't seem to be able to make that darned box...

 

Help!

 

Drvarceto

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Right click on Action1(or whatever it's called) and select add distortion box.

then assign the distort to the bone in the drop down menu in the properties box inthe pws.

 

Mike Fitz

www.3dartz.com

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Mike, thanks!

 

You ve just cleared up for me one of the real mysteries of the universe ;oD

 

I have yet to learn to incorporate distortion boxes in what I do, but just knowing how to use them will put things in motion...

 

Drvarceto

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Hey! distorts can be added in a pose too!!!

 

Drvarceto

Right, the only problem with that is it is a two way street.

Meaning say you have a pose that activates the distort on your character.

You might be in a cho. and you say - hey lets turn on the distort to add some shape here.... you do your thing save and render your great animation.

Then you clear your cho. to make a new animation or whatever, save as and then clear to make a new animtion and it's time to add the distort pose to add some shape - the pose now turns on like before but it has the data from the previous pose you made - instead of opening fresh....

just fyi about the distort in pose thing.

 

Mike Fitz

www.3dartz.com

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