Re: animating vertex object 2005-04-30 - By brucealanevans
Back Thanks Mike: I had missed the "convert to morph target" in the pull down as well as its significance. I don't think I would have gotten this without your help. Once I figured out that I could use that to make the individual "tweener" states, and at each time point put the appropriate morph slider to 1 and all others to 0, it worked. I was trying to "build" the effect of each slider onto the last (ie, move first to 1, then second to 1 at the next time point, etc) which obviously doesn't work. I updated by download from CS3, so I'm trying to use the PDF manual, which is one problem. The other clearly is that the update of the manual from CS3 was spotty on the new details, and makes things more obscure than they need to be even where they don't say things that worked in CS3 that don't in CS4 (like vertex editing in the modeling room for animation, which is explicitly referred to). Thanks again. I can see this is actually a BIG improvement, once the technique is clear. I'm making an animation for a CD project of mine on Civil War era medicine and surgery depicting an amputation, and was trying to figure out a way to close the skin over the stump in a realistic way. Bruce
--- In Carrara@(protected), "seattlemickey" <mgochoco@(protected)> wrote: > I don't know why the slider is unavailable in animation mode. The > button to the right of it should say "Edit." But once you are able to > get that set up you can apply multiple morph targets and adjust the > sliders accordingly to get what you want to do. Just remember that > morph targets apply on top of each other so you'll need to take note > of where each target is set to when tweening the animation. Also, you > can create new morph targets from another one by adjusting the slider > of an original and choosing "Convert to morph target" from the drop > down list. > > Good luck, > Mike
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