(ambient sounds of guys at a computer, laughing between sentences as if high)
Guy #1 (spoken): Yo man yo shadows aren't fuckin strong y'all needa give that muthafucka some game, nigga
Guy #2 (spoken): Aw shit man you aint playin I'll pump that shit up some
(sound of click+dragging repeatedly)
Guy #1 (spoken): What i tell you homeboy that shit's sizzlin' now nigga
(sound of door being busted open, guy #1 and #2 startled)
Racer (spoken): Well what in the motherfuck might this be?
Guy #2 (spoken): Oh fuck, oh shit, racer man, i swear, this nigga made me do it, i 'ient do nothin i swear race man please man
Racer (spoken): You oughtta shut yo ass up before i lodge my fuckin foot in it mothafucka
Harry (spoken): Aw man wait til Special K hears about this shit man
Kaskad (spoken): And what... the fuck... do we have here ladies and gentlemen?
Guy #2 (spoken): Racer please man, i swear
(Kaskad cocks a pistol)
Kaskad (spoken): You care to explain this shit to me mothafucka? What's goin on there with yo shadows here.
Guy #2 (spoken): I's just tryin to bring out the lighting more man i swear it didnt seem like enough
Harry (spoken): DIDN'T... SEEM... LIKE ENOUGH did it?
Racer (spoken): You realise this shit gets darker and darker and eventually...
Kaskad (spoken): It can't get any darker... It's fuckin' sub black you honkey ass cracka mothafucka
Harry (spoken): What you got here, is a wide range of blacks being represented as one single colour... All the same... You know what we do to racist mothafuckin honkey ass niggas who think blacks are all the fuckin' same?
(guy #1 and #2 scream in terror and gunshots ring out)
Create a bone structure without an IK chain.
Select the bone or object where you want to the solver to start.
Choose Animation menu > IK Solvers > Spline IK Solver. In the viewport, move the cursor to the bone or object where you want the chain to end and click that bone. Then right-click in the viewport to end the IK solver creation without choosing a spline.
Create a spline or NURBS curve to be used with the Spline IK system. It is recommended that you apply the Spline IK Control modifier to it to place helpers at each vertex and make the spline easier to control.
Select the IK chain crosshairs and access the Motion panel. In the Spline IK Solver rollout, click Pick Shape and click the spline.
With this method, the position constraint is not automatically assigned to the root bone, so it must be assigned manually.
Select the root bone. Choose Animation menu > Constraints > Position Constraint, and click the helper at the end of the spline that you want the root bone to follow.
On the Motion panel's Position Constraint rollout you will see the constraint assignment to the helper/vertex.
To make the bones follow a path:
Follow steps 1–5 in the previous procedure.
Select the root bone. Choose Animation menu > Constraints > Path Constraint, and click the spline.
With the root bone selected, go to the Motion panel. On the Path Parameters rollout, animate the % Along Path parameter to make the bones move along the spline path.
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