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05-19-2012 .... 04:58:31 PDT
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Tips Gallery

- Making Faces Quad -
- Making More Faces Quad -
- Extrude Along A Curve -
- Modeling Tool Basics -
- Mirror Geometry -
- Lighting In Maya P1 -
- Lighting In Maya P2 -
- Lighting In Maya P3 -
- Creating a silhouette -
- UV Mapping A Head p1 -
- UV Mapping A Head p2 -
- UV Basics Part One -
- UV Basics Part Two -
- UV Basics Part Three -
- NURBS UVs and Texturing -
- nCloth101 part1 -
- nCloth101 part2 Constraints -
- nCloth101 part3 More nConstraints -
- Blendshapes and Lattices -
- Adding Blends To A Rigged Mesh -
- Quickly Add Blends To Rigged Mesh -
- Painting Blend Weights -
- Joint and Binding Basics -
- Painting Skin Weights -
- iKs and Pole Vectors -
- iK fK Controls -
- Three Chain iKfK Switch -
- iKfK Multiply Reverse -
- Spline Iks -
- Reverse Foot Control -
- Hair Driven Joints -
- Driven Character Limbs -
- Ribbon Control System -
- Stretchy Joints -
- Stretchy Scalable Joints -
- Dual FK -
- BlendNode ikfk -
Stretchy Joints

...The following tutorial shows how to construct and script a basic stretchy joint system. The following text is the expression used in the tutorial. Remember to set the multiplyDivide input2X a little higher than the default distance, if you want the leg to over extend before stretching. Expression is as follows--> if (distShape.distance > 1.9924) {hipJnt1.scaleX = mDiv1.outputX; kneeJnt1.scaleX=mDiv1.outputX;} if (distShape.distance <= 1.9924) {hipJnt1.scaleX = 1; kneeJnt1.scaleX=1;};

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Stretchy Joints
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