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"World" scale ? Stretch and squash a rotating ball

Posted By theo.flores Yesterday
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theo.flores
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theo.flores
Posted Yesterday
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Hello everyone,

I'm new to iClone and try to get to get familiar with the software by making the classic boucing ball.
The ball is entering from the left of the frame and going out on the right, rotating for more realism. Also, it's the beachball, so you can definitly see how it is rotated.

I would like to stretch and squash it. But since it's constantly rotating, of course the scale gizmo doesn't match the direction i'd like to stretch and squash the ball. I heard a method would be to use morphs, but it this case i guess it would mean make a morph in the right direction for each frame, which seams to me a bit too much of work. I was wondering what is the more efficient method i missed, if there was for instance a way to do a "World" scale somehow.

Thanks in advance if you have the answer !


4u2ges
4u2ges
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If you have a flat UV unwrap for the ball (similar to what iClone default spheres unwrap look like) and a single material,
you may emulate ball rotation by sliding texture without actually spinning the ball.
Need to play with UV offset, figure right direction (U or V) as well as correct angle facing the camera.






Edited
14 hours ago by 4u2ges
theo.flores
theo.flores
Posted 12 hours ago
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Thanks a lot for the answer !

Very clever, it seems to the part of the trick somehow, but seems not quite optimized when I wnat to get a precise rotation since i could only find how to rotate it in one way only, and it is not editable in the curve editor... Isn't there any other way ? Would indeed the "proper" way be to use morphs for this ?
4u2ges
4u2ges
Posted 2 hours ago
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Yes, it could only be used for rotation by one axis in either direction and it would obviously defy physics for most parts.

Other way is to use a ball rotation with morphs and tweak rotation so that at the time of contact it is in sync with morph direction.
Which is not hard at all. You animate trajectory, hitting a surface, deformation and bouncing without any rotation.
When all looks good, you add the rotation in reverse - to all keys other than the key with deformation.
If you need more realism, you could probably add a couple morphs to highlight the "entering" and "exiting" main deformation state when rotation is added.

Watch out for curve editor. RL broke it after latest update. Curves cannot be deleted without crashing iclone.
If need to delete an entire curve, select all curve keys, but one. Delete and then delete remaining key.




Edited
2 hours ago by 4u2ges



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