Special Squash Setup In Maya
I) INTRODUCTION
Before I begin, this tutorial includes the complete thought process, with concept, how I started to applying it to the software package. This is my first tutorial, so please bear with me. ;) I am presenting you a method to achieve a non-linear squash (more scaling in the center and less on extremities) of limbs and spine. This type of setup is extremely useful for showing believable flexibility in limb/spine of the character(esp. cartoony characters). Assuming that reader/user know:-
• Basic Mathematics and Geometry concepts. • How to build a stretchy limb/spine setup. • Familiar with maya rigging tools and concepts. In the next section, we will see what forms the core of the Special Squash setup. II) CONCEPT AND MATH I feel this is the most important part of the tutorial. If we closely look at the deformation of the mesh (outline of the mesh from orthographic views), we can relate it to math through basic figure of parabola. So, currently we will focus all our attention to the parabola (math behind the squash) and leave the rigging behind.
I m not going in detail of parabola, but if look at figure, we will get to know that our parabola is of the type y = x^2(square), further modifying the equation we get, y = ax^2(square) + b where, a = is a constant, a multiplier for the variable x. b = is a constant, distance between vertex of parabola and the origin of space. Somehow we have to apply our pure math concept in our package. In the next section, we will figure out how to do so. Special Squash Page 1
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