Select any of the spheres (they all share the same material) and press to open a Render Tree. Regardless of the end effect you’re trying to achieve, the procedure of getting there is about the same. There are many instances where you want to be able to control an attribute of a shader based on its distance to the camera or another object in the scene. Connect the node to the First input of the Get Distance Between node and the node to the Second input. The next step is to calculate the distance between the two objects, so get a Get Distance Between node. Get a second Get Data node and type in the Get Data textbox to get the position for the effector as well. Click the Explorer button and expand the tree root > Kinematics > Global Transform and select the Pos. Get a Get Data node and double-click on it to open its PPG. ![]() But if the distance is less, the bones should stay unaffected at their default length. If the distance between the root and the effector is greater than the sum of the bones, the bones should stretch. The idea of stretchy bones or limb stretching is quite simple. From the Create menu choose ICE Tree to create an empty ICE Tree. ![]() ![]() Select the Stretchy_Bones null object and press + to open an ICE Tree. Open the scene Stretchy_Bones from this issues DVD.
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