Hi Mark ! First, thank you very much for your answer ! so for the spine you only need 3 or 4 joints going from the tail to the neck, is that it ? What is the difference between an Ik spline and a Ribbon ? I though ribbon is an ik spline but you have nicer rotation and stretch and squash in bonus ?
the rig isn't that difficult, it's whether it can be exported to Unity and work . So I think i'd go with morphs. the rig would probably be 2 spline ik set ups for each side (this could also be some bones though can be a pain to manipulate mathematically) driving a skin mod (to move the geometry). the zipper on a spline…
hahaha! geweldig ik weet niet of de " oe " teveel aan elkaar plakt en net als het flesje, kleine details niet goed geprint worden. Iets om even rekening mee te houden, net alsdat ik nu nederlands aan het gebruiken ben.. / random dutch
Thanks Wllasaurus, the time slider works alright. But the script thing is beyond me and I do not know how to replicate that at work for the real rig. But no worries, I think I found out the interactive way which works in the view port. 2 words IK. I use bone and IK to replace the lookat constraint.
Don't use the anchor feet stuff. You have to set sliding keys. It's in the 'Key Info' rollout. It is a red dot with an arrow through it sitting on a blue block. Also, that IK Blend option is in CS 4, its in the 'IK Blend' rollout in the 'Key Info' rollout as well. If you need more help, let me know.