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Re: animating vertex object

Re: animating vertex object

2005-04-30       - By brucealanevans

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Reply:     1     2     3     4     5  

Thanks Kevin:
See my reply to Mike above. That is in fact the answer, but I didn't
see the significance of the "convert to morph target" pull down to
help create those intermediate morph targets. I've got it figured out
now, thanks to the help on the forum from you all. If I were dependent
on the manual I'd be dead in the water.
Thanks again.
Bruce

--- In Carrara@(protected), "Kevin Gwartney" <alduin@(protected)> wrote:
> It sounds to me you would be best served making multiple morph
targets. You
> would have your morph target for the end-point, but also 2 or 3 in
between
> and animate from one morph target to the next.
>
> ~Kevin G
>
> -- -- Original Message -- --
> From: "brucealanevans" <brucealanevans@(protected)>
> To: <Carrara@(protected)>
> Sent: Friday, April 29, 2005 10:44 AM
> Subject: [Carrara] Re: animating vertex object
>
>
> > I have a shape with an open end, and I want to "zip" it from one
end
> > to the other -
> > doing morphing, I can't find a way that doesn't interpolate
between
> > the beginning and the end state: that is open to closed, with all
the
> > edges coming together simultaneously.
> > Is there a way to "time code" the intermediate steps? The 0 to 1
> > slider doesn'e seem to be available within the "animate" mode. I
can't
> > even figure out how to save a morphed vertex shape as a "regular"
> > model to start the next morph step from.
> > I suppose I'm missing something straightforward.
> >
> > --- In Carrara@(protected), "seattlemickey" <mgochoco@(protected)>
wrote:
> > >
> > > What is it that you are trying to do that you can't do with
morph
> > > targets? It is pretty much the same operation except rather than
> > > storing the morph information in the keyframe it is in a morph
> > > target. Granted, there are a couple extra steps involved to do
it
> > but
> > > I think overall it's much less overhead on the cpu.
> > >
> > >
> > >
> > >
> > > --- In Carrara@(protected), "whkguamusa" <guamauto@(protected)>
wrote:
> > > >
> > > > No can do, they removed vertex modeling room key framed
> > translation
> > > > in favor of morph targets in Carrara 4.
> > > > Even upgrading from "Regular" to "Super Unleaded" or
"Premium" C4
> > > > won't help.
> > > > Morphs and-or deformers in the assembly room are the only
options
> > > (I
> > > > think).
> > > >
> > > > mdc
> > > >
> > > >
> > > >
> > > >
> > > > --- In Carrara@(protected), "brucealanevans"
> > > > <brucealanevans@(protected)> wrote:
> > > > >
> > > > > Beginner problems again -
> > > > > I am using Carrara 4 "regular".
> > > > > I want to animate a vertex object. I understand I can't do
any
> > > > > operation that adds vertices, destroys them, etc.
> > > > > I should, however, be able to select a later spot on the
> > timeline,
> > > > > select the vertex object, go to the modelling room, and move
> > some
> > > > > vertices to achieve animation.
> > > > > However when I do that, the object is changed at all times.
> > > > > What am I missing?
> > > > > I can do animation with morph targets but I can't do some
of the
> > > > > sequential changes I need with that.
> > > > > I can't find anything in the "manual" that implies I'm not
> > doing
> > > > what
> > > > > I should.
> > > > > Thanks for any help.
> > > > >
> > > > > Bruce Evans
> >
> >
> >
> >
> >
> > Welcome Yahoo Members!
> >
> > http://www.eovia.com
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > --
> > No virus found in this incoming message.
> > Checked by AVG Anti-Virus.
> > Version: 7.0.308 / Virus Database: 266.11.0 - Release Date:
4/29/2005
> >
> >





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