Excellent. Smooth stretch was solved. Another day, another math problem solved. I felt like a crime fighter who just beat this giant math monster back. Or was the math monster really solved? Wait, wait wait. Hold on a minute here! The whole reason of redoing this thing was that smooth stretch 2.0 didn’t work well in an IK/FK switch! If this new formula can’t help me solve that, then it’s no better than the old one. Oh crap!...continue?
As I was trying to say in my last post, two weeks ago I began my mathematical journey into smooth stretch. This time around I knew what I wanted to accomplish. I wanted a way to represent smooth stretch using just math. My Maya API chops had increased since my last attempt, so I could now wrap this math into a nice python/c++ node....continue?
My mathematical journey into the world of smooth stretch began two weeks ago. Or rather, it started a long time ago when I first learned about smooth stretch from Michael Hutchinson’s cool Elastik plugin. At that time I tried to replicate it using just sweat, blood, an XSI Blog post on the matter for some math insight and native Maya nodes.
Smooth stretch is actually on my latest (and now outdated) demo reel. That version was my second attempt at smooth stretch. Version 2.0. This was my third attempt. Version 3.0. There’s something magical about the third attempt of any problem. By then you know the real issues. You know what to concentrate on and the pitfalls to avoid. You have the time to concentrate on what’s really important. In short, the third attempt is where shit gets done....continue?
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