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View Full Version : New Plugin: MGMakeStretchy


Dodgy
02-04-2005, 12:30 PM
This does as below, nothing you couldn't do in LW using expressions, but much easier to set up....

Usage:
Select any objects or bones which you may wish to make stretchy (able to scale them in the x/y/z whilst it's children remain the same size)
Apply the generic plugin MGMakeStretchyGN.Now you can use the Stretch tool on the items, without this affecting their children.

How it works:

This will add a child bone to the item, and apply the Motion plugin MGStretchCompIA to it, which compensates for any scale modifications done to
it's parent. It will also reparent the stretchy item's child to this new compensator bone, so they won't be affected by their parent. It also hides
the compensator bone and locks it from selection. If you want to adjust this bone, use the Scene editor to select it.

MGStretchCompIA has toggles for X/Y/Z channels,so you can switch them off individually if necessary.

Available here:

http://vbulletin.newtek.com/showpost.php?p=248347&postcount=50

Rory_L
02-04-2005, 11:25 PM
Thanks yet again Mike. You`re wonderful resource for this community!

Cheers,

R

hairy_llama
02-12-2005, 05:44 PM
Great plugin!
This would be really handy for squash/stretch rigs with a couple changes.
It would be great to be able to select a bone chain, for example a leg, apply this script and have it set up the settings on all the bones you selected and also apply a XZ squash/stretch expression/motion plugin based on the Z scale. Then it should make ALL the bones in the chain stretch based on the highest bone selected in your chain. (or better yet parent a null to the highest bone and have it effect everything based on its Z scale, that way you can apply Item Shape to it) Now all you have to do is stretch the first bone(or null) in the chain and they all sqaush/stretch with no weird child bone deformations... Maybe that makes sense... I really need to learn Lscript so I can just do stuff like that myself :(