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Quickstretch

Quickstretch

2005-03-07       - By Andre DeAngelis

 Back
Thanks Dan,

Yeah, I kinda figured I was being a tad optimistic.  QS is just so easy and
predicable, so I was checking to see if I was overlooking something.

I don't fancy going anywhere near softbodies, so spring operators might be
the best option.  Again, they have their own set pf problems, mainly due to
the fact that they are not always repeatable.

Andre

-- --Original Message-- --
From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of
Dan Yargici
Sent: March 7, 2005 5:19 PM
To: XSI@(protected)
Subject: Re: QFEs

Hi Andre,

I seriously doubt you'll be able to get that kind of effect with
Qstretch.  I think some kind of spring or softbody approach would suit
you better.

Quickstretch is calculated relative to the object center's translation,
so if you have long-limbed creature for example it won't do you much
good at the extremeties I'd imagine.  You can kind of compensate for
this with weightmaps but the results are highly unpredictable.  Also, in
my experience, once the animation stops (which I guess it never should
anyway in %90 of cases), the Qstretch will stop *very* shortly
afterwards too.

I'd be happy to be shown something I'm missing though! :)

That said, it sounds to me that if the effect is most visible when the
leg picks up, the you need to set smaller limits in the Acceleration Tab.

DAN


Andre DeAngelis wrote:

>I am wanting to use Quickstretch to flex the muscles of a characters legs
as
>he walks.
>
>What I want is for the QS to react after the character takes a step (i.e.
>leg comes to a stop) but I am fining that the reactions mainly take place
>when the leg lifts off to take the step.
>
>Anyone have any suggestion as to what parameters would contribute mostly to
>the desired effect?
>
>Andre
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