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Re: Muscle animation, rigging models... etc.

Re: Muscle animation, rigging models... etc.

2004-02-06       - By pmiinalainen

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Reply:     1     2  

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



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