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Paths and Bones

Posted: Mon Sep 05, 2016 5:13 pm
by amanandink
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.
Image
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

Re: Paths and Bones

Posted: Mon Sep 05, 2016 8:41 pm
by VĂ­ctor Paredes
That is fantastic!
Thank you for sharing it!

Re: Paths and Bones

Posted: Mon Sep 05, 2016 11:13 pm
by funksmaname
Amazing! Thanks so much for taking the time to come and share it...
Because they are all little bones, they can also be controlled with a smart bone - clever! :)

Image

Re: Paths and Bones

Posted: Tue Sep 06, 2016 12:16 pm
by amanandink
Here is actually the other element that uses the same technique.
Image
Because everything is animated in its screen position by just attaching to the path there can be smaller loops on each element, in this one, each circle is rotating, although with the flat colour and the perfect circles its quite hard to see