Paths and Bones
Posted: Mon Sep 05, 2016 5:13 pm
Hi All
One a recent project we were doing, we had a character that was wearing a suit of armour, interlocking triangle shapes. We came up with a build method of using a path to attach the armour pieces too. I havent seen it around much so I though I would post it here. We also used the same principle to create a smoke monster.
Here is a rough mock up of what I mean.
there are 3 bones to control the arm pieces and the vector path layer only. the path is point bound in this case, to the 3 bones of arm. the individual armour pieces are in rows and are attached to the path, so they are not directly effected by the bones. the space between them is compressed and expanded depending on the squash and stretch of the path, so the actual armour pieces are not changing shape. Each row of armour is set to rotate to follow path and are rigged incase we need to move each individual piece.
changing the curvature of the path points will create sharp corners as opposed to curved like this example.
here is a link to the moho file for this example if anyone would like to have a look at the construction in more detail
https://drive.google.com/folderview?id= ... sp=sharing
enjoy
j
One a recent project we were doing, we had a character that was wearing a suit of armour, interlocking triangle shapes. We came up with a build method of using a path to attach the armour pieces too. I havent seen it around much so I though I would post it here. We also used the same principle to create a smoke monster.
Here is a rough mock up of what I mean.
there are 3 bones to control the arm pieces and the vector path layer only. the path is point bound in this case, to the 3 bones of arm. the individual armour pieces are in rows and are attached to the path, so they are not directly effected by the bones. the space between them is compressed and expanded depending on the squash and stretch of the path, so the actual armour pieces are not changing shape. Each row of armour is set to rotate to follow path and are rigged incase we need to move each individual piece.
changing the curvature of the path points will create sharp corners as opposed to curved like this example.
here is a link to the moho file for this example if anyone would like to have a look at the construction in more detail
https://drive.google.com/folderview?id= ... sp=sharing
enjoy
j