Rigging a worm in AS10
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Re: Rigging a worm in AS10
hey selgin,
thanks it is so much helpful, so reading this post and seeing the file, i have one question:
the "little trick" you do for " Squash " is due to a limitation of AS10 ? I've always had this difficulty of being able to "stretch " but the " squash " never has worked well. This is a bug in AS10 , limitation or Does it work that way for some particular reason ??
thanks it is so much helpful, so reading this post and seeing the file, i have one question:
the "little trick" you do for " Squash " is due to a limitation of AS10 ? I've always had this difficulty of being able to "stretch " but the " squash " never has worked well. This is a bug in AS10 , limitation or Does it work that way for some particular reason ??
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Re: Rigging a worm in AS10
Very cool! Nice work.
Don't know if I was using 10 yet when I was working on this...
But that looks a lot cleaner and cuter than whatever the heck I had going on...
I think I had cycled smart bones up top that progressively cycled the scaling of the bones making up the worm "spine." Or something? Anyway, your approach is clearly the way to go.
Don't know if I was using 10 yet when I was working on this...
But that looks a lot cleaner and cuter than whatever the heck I had going on...

I think I had cycled smart bones up top that progressively cycled the scaling of the bones making up the worm "spine." Or something? Anyway, your approach is clearly the way to go.

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Re: Rigging a worm in AS10
That's interesting, but these decrease values are shown in frame 1, right? I do something similar in some cases.Víctor Paredes wrote: ↑Fri Oct 03, 2014 4:47 amIt's a little trick. The bones have Squash and Stretch scaling activated, but that only works for stretching. By default, if the target is close to the bone, the bone never goes lower than its normal scale.synthsin75 wrote:One question. How are you getting the bones to squash?
To "activate" the lower scale, in frame one I scaled the bones to 0.1. Then I assigned a Maximum IK Stretching to 30 (or even more). That way, the software assumed the "normal" scale was that 0.1, and then stretched the bones to get the target. So I had freedom to move the target and get Squash and Stretch scaling from 0.1 to 3 (0.1 * 30 = 3)
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Re: Rigging a worm in AS10
You can paste the frame one keyframe to frame zero, to "bake them in." Then you can remove the frame one keyframe.lucasfranca wrote: ↑Fri Sep 06, 2024 3:06 pmThat's interesting, but these decrease values are shown in frame 1, right? I do something similar in some cases.Víctor Paredes wrote: ↑Fri Oct 03, 2014 4:47 amIt's a little trick. The bones have Squash and Stretch scaling activated, but that only works for stretching. By default, if the target is close to the bone, the bone never goes lower than its normal scale.synthsin75 wrote:One question. How are you getting the bones to squash?
To "activate" the lower scale, in frame one I scaled the bones to 0.1. Then I assigned a Maximum IK Stretching to 30 (or even more). That way, the software assumed the "normal" scale was that 0.1, and then stretched the bones to get the target. So I had freedom to move the target and get Squash and Stretch scaling from 0.1 to 3 (0.1 * 30 = 3)
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Re: Rigging a worm in AS10
Wonderful movement! It looks alive!!!
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Re: Rigging a worm in AS10
I tried to reproduce what you said and I couldn't. It gets even smaller, at frame zero. Can you do something similar and make the file available, please?You can paste the frame one keyframe to frame zero, to "bake them in." Then you can remove the frame one keyframe.
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Re: Rigging a worm in AS10
im curious if i this can be used for skirts and dresses 

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Re: Rigging a worm in AS10
Victor, does this no longer work in v14?
It worked in 13.5, but I can't keep the stretched bone from collapsing in v14.
If this is no longer possible, that's a huge rigging loss.
I can create this rig in v13.5 and it still works when imported, but I can't create it from scratch in v14.
It worked in 13.5, but I can't keep the stretched bone from collapsing in v14.
If this is no longer possible, that's a huge rigging loss.
I can create this rig in v13.5 and it still works when imported, but I can't create it from scratch in v14.
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Re: Rigging a worm in AS10
Hi, Wes. The file and technique are working for me on version 14.synthsin75 wrote: ↑Wed Jan 01, 2025 4:36 am Victor, does this no longer work in v14?
It worked in 13.5, but I can't keep the stretched bone from collapsing in v14.
If this is no longer possible, that's a huge rigging loss.
I can create this rig in v13.5 and it still works when imported, but I can't create it from scratch in v14.
Here is the worm file. And here is a quick simpler setup done on 14.






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Re: Rigging a worm in AS10
Thank you, Victor.
After comparing my v13 import more closely to creating it in v14, apparently the switch to percentages threw me off.
For squash without stretch (like for foreshortening of limbs):
v13:
Max IK stretching = 100
Frame 1 bone scale = 0.01
v14:
Max IK stretching = 10,000%
Frame 1 bone scale = 1%
After comparing my v13 import more closely to creating it in v14, apparently the switch to percentages threw me off.
For squash without stretch (like for foreshortening of limbs):
v13:
Max IK stretching = 100
Frame 1 bone scale = 0.01
v14:
Max IK stretching = 10,000%
Frame 1 bone scale = 1%
- Wes
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Donations: https://www.paypal.com/paypalme/synthsin75 (Thx, everyone.)
https://www.youtube.com/user/synthsin75
Scripting reference: https://mohoscripting.com/