ABSTRACT

A simple rig can only go so far and they are stuck with what ends up being a rigid character that does not pose very well unless it is a very naturalistic character, like a digital double. Then imagine showing them the "stretchy" button, which turns on the stretch feature. Stretchy is a very important part of rigging for animation. Stretchy can be a difficult part as well, and sometimes one technique doesn't fit all animation needs. Making the skin be able to stretch right off the bone can be used to get noodle arms. Nonlinear and other deformers work with the components of the geometry, just as skinning does. Move the clusters to see that the arm skin can be positioned to create a rounded pose. Rotate the joints of the arm, the clusters maintain their offset position but rotate along with the joints. Lattice skinned to skeleton. Skeleton made stretchy. Animator skeleton, then add a twist of blendshapes.