Rig: Procedural Sine
When animating sea-creatures I found that a sine deformation was invaluable to get the dynamic flow that most of those creatures naturally had. Normally I’ve done this by using expressions, but I hate dealing with expressions when animating as you have to play the animation to evaluate and see the actual result of the expression.
So I’ve been experimenting a little on my own to see if it’s possible to achieve this with the standard nodes within Maya, and as Maya actually do have a sine deformer, I’ve been looking at ways to extract that behaviour so that it can be applied to joints.
Here’s the result:
It’s amazing what you can do with rivets, that’s what I used to extract the sine behaviour