Rigging Cartoon Straw Help

Hey all so I need some help with a rig I am trying to make. The idea is to be able to animate a cartoon straw sucking down a big gulp of water.

I want to do this with an armature in Blender because the final animation needs top be imported into a game engine. I have basic rigging knowledge and feel like I am just missing something and need some explaining.

I want to be able to animate the X and Z scale of a bone while it effects the other two bones connected to it in the chain. I want something like a gradual fall-off on either end as well. Ideally I can animate the bulge with a controller of some sort.

I have attached a sketch of what I am kinda trying to do, thanks in advance for any insights!

You could just key-frame a Cast Modifier and Empty…

Straw

4 Likes

Hey thanks for responding! This is super helpful and totally looks what I am trying to do. However I did mention in my original post that I am using an armature because I need to import this animation into a game engine, specifically UE5.

I could with this method bake the animation for every frame, which isn’t the end of the world, but an armature would make the FBX file a lot lighter.

So still if there is a solution that works on an armature that is what I am looking for.

I did an example with automatic weights, limited Y scale (local) and removed inherit scale for all bones. I know it is bad but it is the only way i can think without any modifiers, i hope it helps a little, maybe with more bones.

straw_rig1.blend (2.3 MB)

1 Like

So something I have found interesting that translates over to UE5 is many of the bone constraints. Do you think there is a way to accomplish something smoother like this that could involve bone constraints?

I do not have enough experience to say, but probably not. In Blender i would probably approach this with shapekeys.

1 Like

Something like this.
straw_rig2.blend (3.3 MB)


but no bones, so it is useless for your case.

1 Like

Not necessarily useless! This is with shape keys? Im fairly certain shape keys can translate over to UE5 as they are key frames directly on the mesh which I have to imagine UE5 understands. I could probably make shape keys like this with the cast modifier like @RSEhlers mentioned earlier by baking the modifier into every frame of the animation.

Again it’s just less flexible and a heavier file, but if that ends up being the solution that’s fine.

Thanks for thinking about this and helping out I do aprecciate it even if its not a 1:1 fix or anything.

I am glad this helps. In case the file does not make it obvious: I created each key by proportional scaling an edge loop around the straw. Each shapekey has 3 keyframes only with values 0,1,0 (starting with key1 at first frame ) and the next keys’ first keyframe is exactly on the second keyframe of the previous key.
EDIT: You can move KeyX keyframes to the left by X-1 frames and it looks more smooth (X represents the order number of the shapekey).