"X" and "Y" Bone Scaling!
Moderators: Víctor Paredes, Belgarath, slowtiger
"X" and "Y" Bone Scaling!
...Hi, I think that not only can scale the bones Length but its Width too (in two dimensions, let's say...) it'd be an advantage as for simplicity in construction as for confort/quickly during animation tasks, well... I've said.
Good Lord man! YES YES YES!
Scale bones on X and Y! Pretty please? If you can "scale" a bone on frame 0 it only makes sense.
-------------------------------------------
p.s. I have found a slightly useful workaround that I use for eyeballs and other simple shapes. Not perfect by any means but usable in some situations. I hate having to switch layers to make eyes and eyeballs get big and round. (I hate having to switch layers period for animating in AS actually).
I put in two bones, one vertical one horizontal. I set a scale constraint from one to the other. It almost scales the vectors perfectly in both directions using just one bone.
You need a really really high strength on each bone. The higher the better. And each bone must be the same length and strength. Make sure the bones start at the center of the eye or eyeball.
Depending on the number of points, a circle scales up and down pretty uniformly, you still get some distortion at extremes.
Works with other shapes but you really need a high bone strength to avoid distortions and nonuniform scaling.
-vern
Scale bones on X and Y! Pretty please? If you can "scale" a bone on frame 0 it only makes sense.
-------------------------------------------
p.s. I have found a slightly useful workaround that I use for eyeballs and other simple shapes. Not perfect by any means but usable in some situations. I hate having to switch layers to make eyes and eyeballs get big and round. (I hate having to switch layers period for animating in AS actually).
I put in two bones, one vertical one horizontal. I set a scale constraint from one to the other. It almost scales the vectors perfectly in both directions using just one bone.
You need a really really high strength on each bone. The higher the better. And each bone must be the same length and strength. Make sure the bones start at the center of the eye or eyeball.
Depending on the number of points, a circle scales up and down pretty uniformly, you still get some distortion at extremes.
Works with other shapes but you really need a high bone strength to avoid distortions and nonuniform scaling.
-vern
So... it seems that we start to understand us!heyvern wrote:(I hate having to switch layers period for animating in AS actually)

Well, apart of that, I am always treating to simulate it in that way, yes... several bones, constraints, play with the Strength to get the "desired" results and treating to get all works like you want and jointly with the neighbour points, etc... I know, possible, but unnecessarily complicated & time consumming, I think...
Then I thought in the possibility of this Bone Width Scale factor addition (that I don't know how I had not thought before) and seemed to me like a very possible/good idea to resolve it in the most logical and easy way (just like in any other bone based animation software, BTW...) and well, now I only hope this Feature Requests don't be done in vain

I started playing around with bone scaling and came up with a kind of cool thing that is... uh... fairly easy to set up.
I put in 4 bones like a cross that start at a center point. You can set width and start points of a bone using it's properties to get pinpoint precision.
I set a high bone strength the same for each bone. All bones have a scale constraint to one bone which controls the scale for all of them.
It is PERFECT! It scales a shape without any distortion!!! No matter what kind of odd shape it is. As long as the bone strength covers all the points for all bones it works like a charm...
... but... there is always a but...
Line width compensation is out the window. bone scaling of this sort has no effect on line width. The scaled shape's line width remains the same. This is stinky but can be dealt with if you need to by animating the line width.
This could be SCRIPTED! A simple script that inserts 4 bones already set up. Maybe there could be a setting for the size of the bone group or whatever... I think it could be done. Still have 4 bones but if the initial creation is one step makes it easier. Hiding controlled bones removes the clutter.
-vern
I put in 4 bones like a cross that start at a center point. You can set width and start points of a bone using it's properties to get pinpoint precision.
I set a high bone strength the same for each bone. All bones have a scale constraint to one bone which controls the scale for all of them.
It is PERFECT! It scales a shape without any distortion!!! No matter what kind of odd shape it is. As long as the bone strength covers all the points for all bones it works like a charm...
... but... there is always a but...
Line width compensation is out the window. bone scaling of this sort has no effect on line width. The scaled shape's line width remains the same. This is stinky but can be dealt with if you need to by animating the line width.
This could be SCRIPTED! A simple script that inserts 4 bones already set up. Maybe there could be a setting for the size of the bone group or whatever... I think it could be done. Still have 4 bones but if the initial creation is one step makes it easier. Hiding controlled bones removes the clutter.
-vern
Cool Myles!
Squash and stretch! Never thought of that.
It would be great if you could have multiple constraints like that for each bone. If you could have a "global" squetch bone set up over certain parts of the body you do all kinds of cool stuff.
As it is I could still do some cool eye squetching with this setup... have to play with that one.
-vern
Squash and stretch! Never thought of that.
It would be great if you could have multiple constraints like that for each bone. If you could have a "global" squetch bone set up over certain parts of the body you do all kinds of cool stuff.
As it is I could still do some cool eye squetching with this setup... have to play with that one.
-vern