Hi Emi,
Thank you for following my video!
If you are encountering problems with the repositioning of a constraint, you could add a second constraint that follows the first target, but reposition it, or also set the mix for translation to something that is over 100.
Please find a project attached that shows a modified chibi stickers to add a huge "tall-spineboy" skin.
I tried to test the problems you were having, and I could solve them by doing two things:
- checking that the order of the constraints is correct.
- tweaking the influence of the repositioning in the animation.
Now let's go in detail about what I did.
SETUP
I repositioned the hips and limbs to make a tall boi as in this blog post:
http://esotericsoftware.com/blog/skin-constraints-for-different-proportions
Then I stole Luke's sword and shield to add them generically outside the rig, as I assumed this might be your setup.
I set two IKs on the arms on standard Spineboy to it.
Then I had to reposition the shield and sword for the tall version with two more transform constraints. (just like the hips bone is repositioned)
Note: The constraints weren't working nicely at this point, so I had to move the positioning of the sword and shield for tall spineboy on top of other constraints. This did the trick.
I restored the setup pose to hide the sword and shield, and set the mix of the IKs on the hands to 0 in setup as well
In animate mode I first made two animations using chibi Spineboy idling and attacking
I switched to the tall version which had some ugliness that needed fixing, this is easy to do by animating the mix! first a simple example on the emojis:
Dead tiny Spineboy:
Dead tall Spineboy with standard mix floats:
Translation mix set to 0 on the hips constraints so it causes no issues: (I also reduced the scale of the limbs mix a bit)
Now let's see the trickier sword animations, on Spineboy normal chibi:
But here's how they look on the tall version with no tweaks:
Note you can key a constraint to go over 100 as to make a movement wider:
Let's also say in that ugly idle animation I made, I feel it's super important that the legs bend for reasons, I can also lower the mix to make that happen at specific keys, so the result of these is:
But let's say you want the sword to hit exactly in the same spot, you can do that too simply by setting the mixes a bit differently!
Here's the downloadable project, I hope this helps!
https://www.erikari.it/uploads/1337-tall-spineboy-attacks.zip