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Edits to squashtheory posts (Typos)
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arahmitz committed Feb 16, 2024
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Expand Up @@ -33,7 +33,7 @@ If we take a cue at Richard William's *The Animator's Survival Kit*, the first c
> --<cite>R. Williams "The Animators Survival Kit"</cite>
>
That's why I want my first post to be dedicated to **building a proper ball rig** - a foundation upon one can explore basics of **spacing**, **timing** and **squash & stretch** principles. Additionally,
That's why I want my first post to be dedicated to **building a proper ball rig** - a foundation upon one can explore basics of spacing, timing and squash & stretch principles. Additionally,
we'll peek under the hood of rigging mesh that can **preserve it's volume** while being scaled.

Of course, in 3D animation there are two main groups of users: Autodesk Maya and blender.
Expand Down Expand Up @@ -81,7 +81,7 @@ Those of you who transition to animation from modelling, the first technique tha

![Image of Lattice Deformer](/adamblogstuff/images/balltheory/ballrig_theory_1.png "Lattice around the cube object in Object Mode - from blender official docs")

Lattice is a deformer present both in <span style="color:#EC930B">blender</span> and <span style="color:#32ACFC">Maya</span>, commonly used for applying deformation. However, for our purposes
Lattice is a deformer present both in blender and Maya, commonly used for applying deformation. However, for our purposes
where a deformation cage can be constrained and controlled, it might not be the most versatile method for creating mesh deformations. Despite encountering numerous YouTube tutorials utilizing such approach,
I won't be delving into this method in the upcoming ball rig tutorials.

Expand Down Expand Up @@ -117,7 +117,7 @@ To sell the effect of stretching, we need to scale the same object in other axes
> When we scale object in y axis by **n**, we'll multiply x and z scale by {{< katex >}} \\(\frac{1}{\sqrt{n}}\\) - to preserve the volume of the object.
>
In Maya's' *Rigging Node Editor*, it is possible to connect x, y and z with *multiplyDivide node*, to multiply these channels accordingly.
In Maya's *Rigging Node Editor*, it is possible to connect x, y and z direclty with *multiplyDivide node*, to multiply these channels accordingly.
This method is going to achieve 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
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