sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

rig a spring


rbjohnsn

Recommended Posts

  • Replies 5
  • Created
  • Last Reply

Top Posters In This Topic

Popular Days

Top Posters In This Topic

Posted Images

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

  • Hash Fellow

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...