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Add a multiply/divide node to make the torso thinner when the spine stretches and thicker when it squashes.
Transcript
00:03
What we have now is a torso which stretches which is good,
00:07
but it doesn't maintain its volume.
00:10
What I mean by this is it doesn't get thinner,
00:13
the more it stretches or thicker when it squashes,
00:16
let's add that functionality in next.
00:19
And it's pretty straightforward. Now, we have the main stretching network set up.
00:24
All we need is another multiply divide node
00:27
call this spine volume multi.
00:32
This time we need the operation to be set to power.
00:36
What this will do is take the input one X value and then
00:40
multiply it by itself the number of times in input two X.
00:45
So if input one X was two
00:47
and input two X was two,
00:50
it would be two times two
00:53
set, input two X to minus one because we want the scale value to get smaller,
00:58
the more the torso
00:59
stretches
01:01
now connect out color R from the condition node to input one X.
01:08
Remember this is the main scale value being output
01:11
plus it's being controlled by the condition node.
01:14
Let's reuse the IK blend colors node. Now,
01:18
so we can again control the influence depending on
01:21
whether the animator is using the IK or FK spine
01:25
connect output X from the volume multiply divide node to color two G.
01:32
And now we connect this to the other scale attributes on the joints.
01:37
Actually let's use a connection editor.
01:40
So load the blend cos
01:42
node into the left side
01:44
and the bind joints into the right.
01:47
We only need these because they influence the model.
01:51
So we need output G
01:53
and this time connect to scale X and scale Y on each joint,
01:59
you can see they are now connected up here.
02:03
Now, as we pull the shoulder, control
02:05
the torso changes shape as it stretches
02:08
and when it squashes,
02:10
it's also ignored when switching to FK.
02:14
So the spine is done.
00:03
What we have now is a torso which stretches which is good,
00:07
but it doesn't maintain its volume.
00:10
What I mean by this is it doesn't get thinner,
00:13
the more it stretches or thicker when it squashes,
00:16
let's add that functionality in next.
00:19
And it's pretty straightforward. Now, we have the main stretching network set up.
00:24
All we need is another multiply divide node
00:27
call this spine volume multi.
00:32
This time we need the operation to be set to power.
00:36
What this will do is take the input one X value and then
00:40
multiply it by itself the number of times in input two X.
00:45
So if input one X was two
00:47
and input two X was two,
00:50
it would be two times two
00:53
set, input two X to minus one because we want the scale value to get smaller,
00:58
the more the torso
00:59
stretches
01:01
now connect out color R from the condition node to input one X.
01:08
Remember this is the main scale value being output
01:11
plus it's being controlled by the condition node.
01:14
Let's reuse the IK blend colors node. Now,
01:18
so we can again control the influence depending on
01:21
whether the animator is using the IK or FK spine
01:25
connect output X from the volume multiply divide node to color two G.
01:32
And now we connect this to the other scale attributes on the joints.
01:37
Actually let's use a connection editor.
01:40
So load the blend cos
01:42
node into the left side
01:44
and the bind joints into the right.
01:47
We only need these because they influence the model.
01:51
So we need output G
01:53
and this time connect to scale X and scale Y on each joint,
01:59
you can see they are now connected up here.
02:03
Now, as we pull the shoulder, control
02:05
the torso changes shape as it stretches
02:08
and when it squashes,
02:10
it's also ignored when switching to FK.
02:14
So the spine is done.