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Thursday, August 28, 2008

Stretchy IK in Max

I just followed a tutorial on Autodesk's The Area and made this stretchy IK. I'll probably try applying it to the max biped and try seeing if the same theories work in Maya so I don't have to do the whole 3 sets of bone setup to get the stretchy IK in Maya.

The script used on the joints that would stretch was:

if (IKLength.distance <= (Length of bone02 + Length of bone04) then
Original Length of selected bone
) else
(Length of selected bone/(Length of bone 02 + Length of bone04))*IKLength.distance

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