Hash Fellow robcat2075 Posted August 8, 2022 Hash Fellow Posted August 8, 2022 More Eugene on a spline controller... EugeneTest031.prj 1 Quote
Hash Fellow robcat2075 Posted August 9, 2022 Author Hash Fellow Posted August 9, 2022 The animation works because Eugene is on bones that are Path-constrained to the middle of the long spline. Only the start- and endpoints of the spline are animated; the constraints keep the bones at wherever the middle happens to be. A description of the PRJ (attached above) I wrote up for a bug report... Quote Model1 is the Eugene Skeleton weighted to a set of bones ("Caudalxx) that run vertically from top to bottom, and a long vertical "centerSpline" that is weighted to "Tail..." bones. Model1 has a relationship "Pose1" that uses Path constraints to attach the "Caudal" Bones to the centerSpline and sets the Ease of each Path constraint so that they take their same approximate position near the midpoint of centerSpline when the Pose is ON . Pose1 is on by default in the Model Action2 (best-viewed from the Left view) uses Model1 and reshapes the centerSpline into an S shape. It achieves animation by moving only the start and endpoints of the centerSpline over about 6 seconds. The model moves to maintain its station near the midpoint of the spline. Choreography1 contains Model1 with Action2 dropped on it. 1 Quote
Hash Fellow robcat2075 Posted September 3, 2022 Author Hash Fellow Posted September 3, 2022 During Live Answer Time today I was showing the Sneaky Eugene animation and Andy (AKA @KingVidiot ) asked if it was possible for the bones to be less curvy. We found that using "Balance Connected" in the CP Weight editor will do something like that. Balanced Connected takes each set of contiguously-splined CPs and gives them all one average of their weights. The result is that each individual skeleton bone retains its rigid shape as Eugene follows his path. This is an overhead view of the result... Quote
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