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 ??
Re: Rigging a worm in AS10
Posted: Mon Nov 24, 2014 4:46 am
by ddrake
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.
synthsin75 wrote:One question. How are you getting the bones to squash?
It'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.
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)
That's interesting, but these decrease values are shown in frame 1, right? I do something similar in some cases.
synthsin75 wrote:One question. How are you getting the bones to squash?
It'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.
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)
That's interesting, but these decrease values are shown in frame 1, right? I do something similar in some cases.
You can paste the frame one keyframe to frame zero, to "bake them in." Then you can remove the frame one keyframe.
Re: Rigging a worm in AS10
Posted: Sat Sep 07, 2024 7:16 pm
by NanotechBeasts
Wonderful movement! It looks alive!!!
Re: Rigging a worm in AS10
Posted: Mon Sep 09, 2024 8:51 pm
by lucasfranca
You can paste the frame one keyframe to frame zero, to "bake them in." Then you can remove the frame one keyframe.
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?
Re: Rigging a worm in AS10
Posted: Tue Sep 10, 2024 12:51 am
by doodle
im curious if i this can be used for skirts and dresses
Re: Rigging a worm in AS10
Posted: Wed Jan 01, 2025 4:36 am
by synthsin75
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.
Re: Rigging a worm in AS10
Posted: Fri Jan 03, 2025 8:58 am
by Víctor Paredes
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.
Hi, Wes. The file and technique are working for me on version 14. Here is the worm file. And here is a quick simpler setup done on 14.
Re: Rigging a worm in AS10
Posted: Sat Jan 04, 2025 1:19 am
by synthsin75
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%