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shape problems reply

shape problems reply

2004-07-21       - By Adam Sale

 Back
this didn't go through fo rsome reason,, so the repost:

your first shape key should be stored in the shape modelling construction
mode. All shapes will be managed through the cluster shape combiner
regardless of where the operators are.

So in shape model mode > Store a Shape Key... I use store over Save, because
Save seems more of a linear way of storing shape info, though I know you cna
go into the curves and key the weight values in by hand.. Storing allows you
to build up a library and then instance the clips however you please. There
is no animation keyed on the weight property.

If you have an envelope and you decide to create a flex pose for your muscle
after storing the initial shape, go into secondary shape modelling mode,
bend the arm bone, model the shape of the flex you desire. .. The move
component ops get stored in the secondary stack, but when you store your
shape key once again the info is stored in the original cluster shape
combiner.

Remember with shapes, you don't want to move the objects center after
storing your initial shape, as all the vertices involved in the shape anim,
take their positions as offsets from the object centre. So if the center
shifts, it will screw up your shapes. Tag and move points, or just use the M
key to move poiints.. Don't transform your object in object mode... rather
sculpt in component mode (vert, edge, poly)

Hope this helps a bit, though it is kind of ramblish..

Adam

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<DIV><FONT face=Arial size=2>this didn't go through fo rsome reason,, so the
repost:</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV>your first shape key should be stored in the shape modelling
construction<BR>mode. All shapes will be managed through the cluster shape
combiner<BR>regardless of where the operators are.<BR><BR>So in shape model
mode
&gt; Store a Shape Key... I use store over Save, because<BR>Save seems more of
a
linear way of storing shape info, though I know you cna<BR>go into the curves
and key the weight values in by hand.. Storing allows you<BR>to build up a
library and then instance the clips however you please. There<BR>is no
animation
keyed on the weight property.<BR><BR>If you have an envelope and you decide to
create a flex pose for your muscle<BR>after storing the initial shape, go into
secondary shape modelling mode,<BR>bend the arm bone, model the shape of the
flex you desire. .. The move<BR>component ops get stored in the secondary stack
,
but when you store your<BR>shape key once again the info is stored in the
original cluster shape<BR>combiner.<BR><BR>Remember with shapes, you don't want
to move the objects center after<BR>storing your initial shape, as all the
vertices involved in the shape anim,<BR>take their positions as offsets from
the
object centre. So if the center<BR>shifts, it will screw up your shapes. Tag
and
move points, or just use the M<BR>key to move poiints.. Don't transform your
object in object mode... rather<BR>sculpt in component mode (vert, edge,
poly)<BR><BR>Hope this helps a bit, though it is kind of
ramblish..<BR><BR>Adam<BR></DIV></BODY></HTML>