rbjohnsn Posted June 16, 2010 Share Posted June 16, 2010 For the life of me I've not come up with how to make a spring that compresses between the sole and the heal. Has anyone been confronted with this idea? Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 16, 2010 Hash Fellow Share Posted June 16, 2010 An actual... boing-boing-boing... spring? Can you show an sketch of what you are trying to do? Do you mean modeling it or rigging it? Quote Link to comment Share on other sites More sharing options...
HomeSlice Posted June 16, 2010 Share Posted June 16, 2010 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 Quote Link to comment Share on other sites More sharing options...
rbjohnsn Posted June 16, 2010 Author Share Posted June 16, 2010 An actual... boing-boing-boing... spring? Can you show an sketch of what you are trying to do? Do you mean modeling it or rigging it? Rigging, I've got the spring. Ref: picture inclosed. Quote Link to comment Share on other sites More sharing options...
rbjohnsn Posted June 16, 2010 Author Share Posted June 16, 2010 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 Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 16, 2010 Hash Fellow Share Posted June 16, 2010 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. Quote Link to comment Share on other sites More sharing options...
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