miércoles 11 de mayo de 2011

The cat with 4 tails

tail 2: curvy tail

Welcome back to the cat with 4 tails mini series.

In this tutorial I m going to show you the curved tail method. This method is a variation to the bendy legs of mancandy. But I have noticed noone has made an update to the tutorial for blender 2.5 blender versions. you can find the old mancandy videotutorials here:
http://blip.tv/file/723459

Ok, after that introduction let s dive into the topic.

For starters, I m going to say Iyou must have already 3 bones each one as large as one blender unit. The first one at the origin, the second one separeted by one unit as does for the third one.
Those are named CTLtail-start, -mid and -tip.

Then add a curve, which I named tailCurve. position the first point at the base of CTLtail-start and the end point at the base of CTLtail-tip. Select both points and subdivide once.Be sure the curve s object axis is exactly the same as the armature object s one. Also check both (and anyother) origins are at the same location.

In the edit mode, select the base point and press CTRL+H, and select Hook to new object.
And, yes it is an empty. Repeat for the other two points. Name them CTLtail-emptystar,
-mid and -tip respectively.

Go to pose mode. Now Select the CTLtail-emptystar and SHIFT+ selectthe CTLtail-start, then press CTRL+P and select bone in the popping menu. Now you can control the empty through the bone, hence the curve through the empty. Repeat for the other empties.

Now select the mesh and SHIFT+ select the curve. Parent it by pressing CTRL+P and select the curve deform. Or select the mesh add the curve modifier and target it to the curve. Either way be sure the deformation axis in the curve modifier is Z.

If needed readjust the curve and the bones. Even adjust the meshes part that concerns the tail.

And...Thats it!!
Happy blending!

Related articles:
The cat with 4 tails: tail 1: the spline ik tail
El gato de 4 colas: cola 1: cola spline ik