I saw the option "OK hands", but still the character is stretched like an elastic band. I would like to give a parameter forbidding the bones to open: Hands - shoulder, front of the shoulder (forearm), foot - thigh, lower leg.
There were times when the elbow jumped when recording animations across the screen. (ate not put a point on the elbow)
@Иланна Марченко I'm not sure how to answer the question. Placing sticks (bones) in the arm along with tags for elbow and shoulder will allow you to apply a behavior called 'Arm IK'. Parameters there will allow you to adjust maximum stretch and adjust point at which elbow bends. A wrist tag with a draggable behavior will allow you to drag the arm. Does that help?
Hey Jun and Sirr, did the team ever look into the ability to turn of join distortion and allow simple rotating around a joint, rather than stretchy/distorted joints?
As I commented there, I agree that setting up rigid deformations on Ch is a pain. Limb IK can be a workaround but not a solution in general. I will bring this up to the team.
The only way I know how to create non-stretching draggable geometry is to make it a limb, which seems complete overkill.
I think we just need a behavior that tells the layer not to deform (no stretch/warp) this would be very useful in slicing up the character if you could make it rigid like a metal robot, or stretchy like a monkey's tail or any creatures torso etc.
imagine the frustration of trying to build a nutcracker puppet... you just want the puppet's parts to rotate around pinned joints with zero stretching... this isn't easy - unless I've fundamentally missed something (possible)
no. Arm IK does not help. hands stretch like rubber if pulled by the elbow. but if you pull by wrist, then everything is fine. but sometimes you need to move the elbow to establish the correct point in the position of the hands. and they begin to stretch as in the picture
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