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Hash, Inc. - Animation:Master

rig a spring


rbjohnsn

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Here is a quick and dirty way to do it. It probably isn't as elegant as you would like, but it gives one possible idea to try. Basically, I assigned a bone to the heel/spring geometry and created a MultiD relationship that scales the bone along the Z axis when the foot control null translates close to the ground. Here is a tutorial on MultiD relationships:

http://www.hash.com/forums/index.php?showtopic=29813

 

Another thing you could do is make a walk cycle Action and position/scale the Spring bone manually in the Action. Then just apply the action in the chor whenever the character walks.

heel_spring.mov

Heel_Spring.zip

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Here is a quick and dirty way to do it. It probably isn't as elegant as you would like, but it gives one possible idea to try. Basically, I assigned a bone to the heel/spring geometry and created a MultiD relationship that scales the bone along the Z axis when the foot control null translates close to the ground. Here is a tutorial on MultiD relationships:

http://www.hash.com/forums/index.php?showtopic=29813

 

Another thing you could do is make a walk cycle Action and position/scale the Spring bone manually in the Action. Then just apply the action in the chor whenever the character walks.

 

Great Flip Flop. I'll check it out.

Thanks

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If scaling the spring as a unit thins it out too much, the next level would be to assign a bone to each spline ring, and path constrain each bone to a spline that runs from the shoe to the heel.

 

Then scale the spline in or out and the bones will follow proportionally with it.

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