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The animation produced by the rig is very compelling and would be very time consuming to do manually, and then seeing how the solver responds seamlessly to scaled segments and differently segmented legs is pretty amazing. The integration with blocks is really interesting too.
I haven't dug in yet, but I'm imagining a use for the block presets might be to modify the solve so that the multipede can crawl over a character who is also moving (perhaps in response to having a giant centipede crawling on him). How might that work- perhaps post-solve, you'd store all the locations on the mesh and offsets from it, and then pre-solve in the next iteration you'd update those to the new locations so that this is what the solver sees as the starting position?
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