Using Bones and Skin 2004-11-14 - By Anthony Ware
Back The skeleton should be fully set up with correct limits set for the joints before a skin is attached.
Anthony
> -- --Original Message-- -- > From: TSML [mailto:truespace@(protected)] On Behalf Of mendrak > Sent: 13 November 2004 18:27 > To: truespace@(protected) > Subject: [TSML] Using Bones and Skin > > I'm just starting to try and understand the IK, > Bones/Skinning features of TrueSpace 6.6. > > One of the things that is really throwing me, is when I > change the range of movement of a joint that is already > attached to a skin, it seems to screw up the skin. > > For instance when I had a perfectly good bar that can bend > slightly and I had the joint in a good spot, I then changed > the Pitch (which defaulted to -120, 120) by grabbing onto the > blue edge of the arc, I positioned it so that it could only > range to -20, and then changed the other edge of the arc so > it could only go to 20 or so. > > Everything looked fine, until I clicked on the object > selector and then the points that made up the bar became and > unrecognizable tangle. > > Is this a bug? Do I have to do all the adjustments to the > range of movement prior to associating it with a skin? > > Any insights would be appreciated.
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