From 673662762b03b1cc33b98e9acb9b47a67c3a1fed Mon Sep 17 00:00:00 2001 From: Adam Madej Date: Thu, 15 Feb 2024 19:34:42 +0100 Subject: [PATCH] Text Fixes --- content/posts/squashstretch/index.md | 10 +++++----- content/posts/squashstretch_blender/index.md | 2 +- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/content/posts/squashstretch/index.md b/content/posts/squashstretch/index.md index c687f2e..d5c8d0e 100644 --- a/content/posts/squashstretch/index.md +++ b/content/posts/squashstretch/index.md @@ -56,11 +56,11 @@ If we release it, it'll spring back to the more natural shape and if we throw it Disney's Nine Old Men found that squashing and stretching of objects is one of the most important principles to create a good looking animation - probably that's why they've made it **the #1 principle** in their **12 Principles of Animation** and understanding it, is one of the building blocks of a strong animator today - because no matter if you draw your frames or manipulate a super complex humanoid body, you have to account for squash & stretch -to achieve a real *illusion of life. +to achieve a real *illusion of life*. -#### The mathematical explanation +### The mathematical explanation -We'll start by eating the frog. As far as mathematics go, we are going to take a sphere that has dimensions of *x*, *y* and *z* and volume *V1*, we are going to multiply it by *n* in one direction and multiply it by 1/sqrt(*n*) in the rest to get a *V2* that is the same as *V1* +We'll start by eating the frog. As far as mathematics go, we are going to take a sphere that has dimensions of *x*, *y* and *z* and volume *V1*, we are going to multiply it by *n* in one direction and multiply it by 1/sqrt(*n*) in the rest to get a *V2* that is the same as *V1*. > >{{< katex >}} @@ -71,7 +71,7 @@ We'll start by eating the frog. As far as mathematics go, we are going to take a >*n* - the amount of change along we add, in this case along Y axis > -#### Rigging explanation +### Rigging explanation In rigging there are multiple ways to achieve a volume preservation effect depending on the usage and outcome. @@ -102,7 +102,7 @@ I've given you before, looking like this: {{< katex >}} \\(\frac{1}{\sqrt{n}}\\) In Maya, we can use a *Rigging Node Editor*, to directly connect the channels of x, y and z with *multiplyDivide node*, to multiply the channels accordingly - achieving a good squash & stretch that is going to work on all type of bone chains - it's extremly useful for humanoid skeleton rigs with cartoon features! -#### Squash & Stretch in video games +### Squash & Stretch in video games *Squash & Stretch isn't something that you are going to see in video games a lot.* At least... not by default. diff --git a/content/posts/squashstretch_blender/index.md b/content/posts/squashstretch_blender/index.md index b9955f6..15813c4 100644 --- a/content/posts/squashstretch_blender/index.md +++ b/content/posts/squashstretch_blender/index.md @@ -9,7 +9,7 @@ showRecent = true series = ["Rigging for beginner animation"] series_order = 2 +++ -## Rigging the squash & stretch ball in blender +# Rigging the squash & stretch ball in blender ## 0. Foreword