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
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=Content-Type content="text/html; charset=iso-8859 (See http://iso-8859.ora-code.com)-1"> <META content="MSHTML 6.00.2800.1400" name=GENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=#ffffff> <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> </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 > 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>
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