  | | | Re: Muscle animation, rigging models... etc. | Re: Muscle animation, rigging models... etc. 2004-02-06 - By pmiinalainen
Back I'm glad you find it helpful. Bones are often expected to handle the complicated human skeleton and motion in a snap. It is very often that some tricks are needed. One of them is to use track and point at behaviours, target helpers etc. And this applies to all 3d programs. I haven't yet seen perfect bones in any applications.
> This is just the kind of stuff I need, thanks for posting that .car > file! Gave me a whole lot of ideas to solve some problems here, > especially at the hip thigh, and the thigh/knee joints. >
I've seen your jewelry renders. They are really spectacular. > my jewelry models can reside on a realistic human model, and render > realistically too, and be animated at the same time. Also as I
You're not the only one. I've been told that SDK in cs3 already allows this to be implemented. This is just speculation, but my guess is that carrara will have weight painting either built-in or as a plugin. But what's the schedule? Who knows... > Something I'd really like to see in the next version of Carrara is > better implementation of weight mapping (I'd prefer to paint the > weights) and morph injection to polygon groups... I find the current
I agree. I wouldn't mind editing the targets myself, but I do mind that i can't have lots of them. Facial animation requires at least 15 targets. Or to be able to keyframe envelope (skin) deformation and lock it to bones positions. > implementation of Morpher way too clumsy. A way to remote control > morphs from the bones would be nice too. Trying to see how much I can
petteri
To unsubscribe send a message to Carrara-unsubscribe@(protected) Yahoo! Groups Links
<*> To visit your group on the web, go to: http://groups.yahoo.com/group/Carrara/
<*> To unsubscribe from this group, send an email to: Carrara-unsubscribe@(protected)
<*> Your use of Yahoo! Groups is subject to: http://docs.yahoo.com/info/terms/
|
|
 |