Join George Maestri for an in-depth discussion in this video Adding in stretch, part of Rigging a Cartoon Character in Maya.
- Now, because this is a cartoon rig, we do want to add…in some stretch.…So, I want to add in stretch when the character…is in IK mode.…So I can stretch that arm, but then it goes back in FK,…it wants to assume the scaling of that FK joint.…So, switching between scaling is pretty much the same…as what we did with rotation.…Now, I already set up a stretchy joint for IK.…So I took the IK joint we had and I set it up so that…it stretches.…
Now, the way I did that was pretty simple.…I went into the Expression Editor, I selected that leg joint…that we already have stretching, and selected the expression…on the scale X value.…And basically all I did was I copied my homework…and applied that exact same expression to the arm IK.…Now, the only thing I did was I changed the name of the…attributes, so the expression is identical.…So now that we have this set up, all we need to do is…translate the scaling over to our deformation joint.…
So we can do that, actually, fairly simply…because the expression for that is also the same.…
- Creating stretchy joints with expressions and the Node Editor
- Adding spine stretch
- Setting up IK/FK switching
- Manipulating faces with blend shapes
- Skinning the character
- Creating controls for facial animation
- Rigging the eyes
- Testing the rig with a simple animation
Skill Level Intermediate
1. Creating Stretchy Joints
2. Creating Stretchy Spines
Adding spine stretch6m 58s
3. Setting Up FK/IK Switching
4. Skinning and Blend Shapes
5. Facial Rigging
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