Change of bone length in animation

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milan.mancel
Posts: 28
Joined: Mon Feb 15, 2016 8:06 pm
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Change of bone length in animation

Post by milan.mancel » Sat Apr 09, 2016 6:10 pm

Hi Chong,

is there any possibility to change bone length as well as we can now change position and angle? Either via keyframes or as a parameter in motors?

It would help a lot with toon like animations - bugs bunny and similar :)

Thanks

Milan

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Change of bone length in animation

Post by chong » Sat Apr 09, 2016 7:10 pm

Hello,

Technically speaking, Bones in Creature don't really have length, they just have regions of influence.
So changing of the length does not make much sense :)

However, I understand what you are trying to do intuitively. You are trying to stretch a character am I correct?
Now changing of the bone position will warp and stretch a region mesh.
Hence if you want to stretch your mesh, you typically have 2 or more bones lined up together:

--> -->

and then you move the end bone ( as in translate it ). You should see the region stretch out too.

Cheers

milan.mancel
Posts: 28
Joined: Mon Feb 15, 2016 8:06 pm
Contact:

Re: Change of bone length in animation

Post by milan.mancel » Sat Apr 09, 2016 7:30 pm

Hi,

yes understood, tried that and works. I need to find out how to do that also with bone that has motor on it, but maybe I will combine more bones.

Thanks :)

Milan

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Change of bone length in animation

Post by chong » Sat Apr 09, 2016 8:11 pm

Hello,

Yes having more bones is typically the way to go if you want to do stretching/warping with bones.
For the Pro version, you also have access to mesh deformation motors that allow you to do other kinds of mesh deformation:
http://www.kestrelmoon.com/creaturedocs ... Motor.html

You can also check out this new feature I added for easily deforming your character with bones:
https://www.youtube.com/watch?v=DnsI2hDQ1gQ

Cheers

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