a prototype bone based jiggle solution that I wrote and added to our early Misha rig (Rexxar) for Heroes of the Storm. There are some things I liked about MaxScript over Mel and vice versa.pic.twitter.com/l390ByIHeG
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Replying to @michaelCuevas27
Very cool. I take it that you guys are going to use this for your internal work? Are you able to talk about it in more detail? Or your experiences created it?
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Replying to @LoganCDN
I used a series of spring controllers and aim constraints. the "skinned bones" are in a hierarchy but rotations act like they are in world space and independent of each. Those are then put on on an animation controller layer and the weight is controlled by the slider
3:50 PM - 17 Oct 2019
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