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How to blend joint matrix between two positions relative to bind pose?

How to blend joint matrix between two positions relative to bind pose?

mostly_human
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How to blend joint matrix between two positions relative to bind pose?

mostly_human
Advocate
Advocate

I have an animation of a character and I need to add animation to deform the skeleton where some joints will translate to a new position over time (think making the arms longer), but I need to move them in relation to the bind pose so that the animation still plays correctly.
Seems like I should be able to use a blendMatrix between the start and end position for each joint but after experimenting I cant figure out where to output this blended transform so that the joints are moved relative to the bind pose. Thank you for any help!

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faline.custodio.da.silva
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@mostly_human 

 

Thanks for posting!

 

This sounds similar to FK\IK blend setup. Basically you have two sets of joints for positioning and then a third set to which you mesh is bound to then you could blend between the two positioning setups. This video may be helpful: Tutorial: Creating an FK/IK arm setup in Maya

 


Faline Custodio Da Silva

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