Squash And Stretch of DAZ Characters

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  • digitalcraftdigitalcraft Posts: 57
    edited December 1969

    Second experiment : when scaling on one axis, the other two get scaled in the opposite direction. The adjustmehhttp://www.youtube.com/watch?v=ZgrymsirrN4&feature=youtu.bettp://www.youtube.com/watch?v=ZgrymsirrN4&feature=youtu.betp://www.youtube.com/watch?v=ZgrymsirrN4&feature=youtu.bettp://www.youtube.com/watch?v=ZgrymsirrN4&feature=youtu.bet values are calculated on the size of the bounding box, but are still a bit crude. Might try a few other methods to calculate adjustments.
    This technique might work for subtle SnS and on simple objects, but to be really usable it should be supported by morphs/dformers.
    Try if you like, script here. This is just a small testscript and only affects the head of a Genesis-figure (Genesis needs to be in your scene when starting the script).
    Even though the results might not look great on a Genesis head, we now know that the principle can be scripted.

    Sorry, I am travelling. I will try tomorrow and give you feedback. Thanks to Richard and your tips I managed to do a decent Squas n Stretch. Check out the sample

    http://www.youtube.com/watch?v=ZgrymsirrN4&feature=youtu.be

    But here is something to spoil your weekend - Rubber Bone

    I have something in mind.

    1. We need to create a Clone Bone System
    2. Think for a moment. The forehand bone is 9" in length. I scale it to 40". Now i need to bend it.
    3. I Subdivide the single forehand bone into 50 linked smaller bones. It's like subdividing geometry in 3d to enhance the resolution.
    4. Once we have 50 smaller bones, we can bend the forehand like the tail of a dog.
    5. So key is to subdivide the bone at will and also restore back.

    And you got your Rubber Bone.

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