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Spine2d stretchy
Spine2d stretchy








spine2d stretchy spine2d stretchy
  1. #SPINE2D STRETCHY DRIVERS#
  2. #SPINE2D STRETCHY DRIVER#
  3. #SPINE2D STRETCHY FULL#

Īfter that we have to aim the middle control to the top control, so select the topCtl and then shift-select the midAim locator and create an Aim Constraint. Now select both topCtl and btmCtl and then shift-select midCtlGrp and create a Point Cons traint. Set the Aim Vector to – Y, the Up Vector to X and the World Up Type to Object and type topUp. Next, select the btmCtl object, then shift-select the topAim locator and click (in the Animation module) on Constraint>Aim Constraint. Set the Aim Vector to Y, the Up Vector to X and the World Up Type to Object and type btmUp. The next step is to Aim Constraint the locators.įirst, select the topCtl object, then shift-select the btmAim locator and click (in the Animation module) on Constraint>Aim Constraint. Now we place the joints under each Aim locator. The scene and Hypergraph should look as the image below. Now create the controls that will drive the joints and locators that will be used to Aim Constraint from top to bottom and vice versa, and also locators that will be used as the Up Object for those Aim Constraints.

#SPINE2D STRETCHY DRIVER#

The next step is to create the driver system for the spine rig.įirst of all create a joint structure for the top, middle and bottom parts of the NURBS plane and place them as the image below. Now if we move any Control Vertex of the NURBS plane the joints will follow the plane perfectly. Place then individually at the same position as the follicles and then parent them under each follicle.

#SPINE2D STRETCHY FULL#

This will create a full Hair System but we only need the follicles so we have to delete the output curves and the hairSystem node. The U count must be set to 1 and the V count must be set to 5. We have to select the NURBS plane and click (in the Dynamics module) on Hair>Create Hair.

#SPINE2D STRETCHY DRIVERS#

In the next step we have to attach a Hair System to the NURBS plane to use it as the drivers for the joints that will be skinned to the model. Now the NURBS plane should look like this: In the option window we select the U direction, set the U spans to 1 and the U degree to 1. To do that we select the NURBS plane and click (in the Surfaces module) on Edit NURBS>Rebuild Surfaces. But we’ll have to rebuild the curve so it only has 1 degree in U because we only need three degrees in V. This will create a NURBS plane along the Y axis with 5 V patches and 1 U patches and three degrees in both U and V. The spine will have 5 joints so the NURBS plane needs 5 V patches and must have a Cubic Surface degree. It will be fully stretchy and will have twist from the three controls we are going to create.įirst of all we have to create a NURBS plane. Nowadays it’s not as commonly used as the IK Spine Rig but it fits well in a cartoon rig. This simple tutorial will guide you in the creation of a Ribbon Stretchy Spine.










Spine2d stretchy