Thanks Wrath. Unfortunately my rigging expertise are nowhere near at a point I could set something up based on those instructions. I understand what you mean, but I have no idea how to set it up. Enjoy Kung-Fu Panda, looking forward to seeing that when it comes out over here. EDIT: Ok I got something basic set up, just…
K going to throw this right at the start. But I have 0 rigging/messing with node experience. So tried doing what Wrath mentioned and think its what he said. Hopefully its correct XD Anywho, what I did is: 1. Create a sphere. Poly or nurbs whatever suits ya :) 2. Open up hypergraph. Gonna be easier to select stuff. 3. Click…
I gave this a try in 3DS Max last night and with one small modification, it works great. I needed to add one more object into the chain so that the node that's doing all the squash and stretch can rotate around the center of the ball. Otherwise, it causes unintended rocking. So to recap: The Ball. Simple sphere. I put a…
I would set up a rig that's a heirarchy of 3 nodes. The root node will be for translation in the world. Then a child of that node will be used for orientation of your squash and stretch deformation. Finally your 'ball' object would be a child of that node, so that it's rotation could be animated independantly but still be…
Ok got it. Easier than I expected. 1. Click your main root control and go to Modify - > Add Attribute 2. Put the long name to Factor 3. For minimum put -10, max to 10 and default to 0 4. A factor attribute should show up in the channel editor 5. So now we need to link the factor on the main root to the factor in the squash…