enveloping and symmetry question 2005-03-03 - By Rob Wuijster
Back Hi,
Fixed one prob, the next question comes to mind ;)
I'm also delving into character animation atm, and rigged and enveloped my character. Now I have to start finetuning the envelope and it's deformations.
At the elbow/knee/shoulder etc. area I can set up a small cluster and a "link with.." parameter to smooth out the deformation when the bones rotate. I can set this up at one part of the envelope, but what is the easiest way to move this over to the opposite part of the envelope?? Or do you just have to do this twice?? Or is there a way to cleverly copy over the cluster and the parameters?
Also, what if the elbow/knee area also has additional models like an elbow /kneepad for instance, that is not part of the bodymesh, how to go with that when using link with..? They have to deform alike, or it shows up. Can you just select both models, create a cluster for the selection of the two models and again go with a "link with.."??
Never really touched this part of character animation before, but this little character is gonna be used for some period of time, so I want to give it a good headstart. Don't want to tear it apart after the first time to start all over again ;) Have been watching the vids and reading up, but this I was wondering about on a production level.
cheers for any tips/links etc.,
rob
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<P><FONT SIZE=2>Hi,<BR> <BR> Fixed one prob, the next question comes to mind ;)<BR> <BR> I'm also delving into character animation atm, and rigged and enveloped my character. Now I have to start finetuning the envelope and it's deformations. <BR> <BR> At the elbow/knee/shoulder etc. area I can set up a small cluster and a " ;link with.." parameter to smooth out the deformation when the bones rotate .<BR> I can set this up at one part of the envelope, but what is the easiest way to move this over to the opposite part of the envelope?? Or do you just have to do this twice?? Or is there a way to cleverly copy over the cluster and the parameters?<BR> <BR> Also, what if the elbow/knee area also has additional models like an elbow /kneepad for instance, that is not part of the bodymesh, how to go with that when using link with..? They have to deform alike, or it shows up. Can you just select both models, create a cluster for the selection of the two models and again go with a "link with.."??<BR> <BR> Never really touched this part of character animation before, but this little character is gonna be used for some period of time, so I want to give it a good headstart. Don't want to tear it apart after the first time to start all over again ;)<BR> Have been watching the vids and reading up, but this I was wondering about on a production level.<BR> <BR> cheers for any tips/links etc.,<BR> <BR> rob<BR> </FONT> </P>
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