• Maya

Modifying the stretch type attributes

Modify the stretch type attributes to control whether the arm stretches, squashes, or does both.


00:03

Let's work on those extra stretch type attributes. Now,

00:07

so we can control whether we want the arm to stretch squash or do both.

00:13

Again, let's just copy the nodes we created for the spine to speed things up.

00:18

We need the plus minus average node

00:20

and the condition node.

00:23

Here we go

00:25

and rename them

00:28

just as before. Connect stretch type to input one D one and input one D two.

00:35

Remember to leave input one D zero set to one.

00:40

Let's move this over here.

00:43

Now connect output one D to the condition nodes, operation attribute.

00:48

This will control the operation, changing it for us.

00:53

OK? Now we need the scale adding to the condition node.

00:57

So the scale factors, output X value goes into first term

01:03

and then we want the stretch blends, output R attribute to go into color if true R.

01:10

So the joints will stretch when the condition node tells them to.

01:15

Now,

01:15

we feed the results of this through the stretch IK blend node to again check

01:20

if we are working in IK or FK before it passes this to the joints.

01:26

So connect out color R to color two R.

01:31

Now we connect this to the joints.

01:34

So let's find the arm IK joints.

01:37

We just need the upper and lower arm joints

01:42

and now connect output R to each joint. Scale Y attribute.

01:48

Let's test that

01:52

the arm stretches.

01:54

If we set stretch type to both

01:56

it squashes and stretches

01:58

and if we set it to squash,

02:01

it doesn't stretch,

02:02

but it does squash,

02:04

stretchiness works.

02:07

And so does the IKFK blending.

Video transcript

00:03

Let's work on those extra stretch type attributes. Now,

00:07

so we can control whether we want the arm to stretch squash or do both.

00:13

Again, let's just copy the nodes we created for the spine to speed things up.

00:18

We need the plus minus average node

00:20

and the condition node.

00:23

Here we go

00:25

and rename them

00:28

just as before. Connect stretch type to input one D one and input one D two.

00:35

Remember to leave input one D zero set to one.

00:40

Let's move this over here.

00:43

Now connect output one D to the condition nodes, operation attribute.

00:48

This will control the operation, changing it for us.

00:53

OK? Now we need the scale adding to the condition node.

00:57

So the scale factors, output X value goes into first term

01:03

and then we want the stretch blends, output R attribute to go into color if true R.

01:10

So the joints will stretch when the condition node tells them to.

01:15

Now,

01:15

we feed the results of this through the stretch IK blend node to again check

01:20

if we are working in IK or FK before it passes this to the joints.

01:26

So connect out color R to color two R.

01:31

Now we connect this to the joints.

01:34

So let's find the arm IK joints.

01:37

We just need the upper and lower arm joints

01:42

and now connect output R to each joint. Scale Y attribute.

01:48

Let's test that

01:52

the arm stretches.

01:54

If we set stretch type to both

01:56

it squashes and stretches

01:58

and if we set it to squash,

02:01

it doesn't stretch,

02:02

but it does squash,

02:04

stretchiness works.

02:07

And so does the IKFK blending.

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