Ok, I think I got it... Sounds neat and organized :)
When you said against bone chains, I thought he was just throwing them away
and stacking nulls by hand... silly me


2013/3/8 Eric Thivierge <[email protected]>

> Not sure what you mean Gustavo. We still use Bone chains for solving the
> IK and we take our deformer nulls and constrain them to the bones. Then
> when switching to FK, blend the constraints over to the FK controls (curve
> objects).
>
> The squash and stretch is done through your control setup. Your deformers
> just react to what that setup does. You don't envelope to Bones in a bone
> chain. The squash and stretch you get from doing this is fake btw. Under
> the hood it is actually adding your roots and effectors to the envelope and
> uses the bone + next bone or effector to do the weighting. Instead you have
> to compensate by having a null deformer at both ends of the bone when using
> a setup without them.
>
> The bone implicits do not offer a solution as they do not have roots or
> effectors and thus when used in skinning, reacts just as a null does.
>
> --------------------------------------------
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Fri, Mar 8, 2013 at 3:15 PM, Gustavo Eggert Boehs 
> <[email protected]>wrote:
>
>> How do you get objects to point the right place when building hierarchies
>> from, say, nulls. Plus how do you store the original distance between them
>> in case you want to squash, stretch? I mean it is doable, but seems like a
>> good amount of work for something basic.
>> Doesnt the recently introduced IKless bones present a simpler solution.
>> Or do even them present such an overhead?
>> Last time Ive checked though they would brake weightmap symettry. Quite a
>> deal braker...
>>
>
>


-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog

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