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Using Bones and Skin

Using Bones and Skin

2004-11-14       - By emmanuel asset

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trueSpace's IK is limited to very simple animations. For real character
animation, you should try Motion Studio for tS. More infos on
http://www.pixelfu.com/MotionStudio/

Emmanuel

-- -- Original Message -- --
From: RorrKonn
Sent: Saturday, November 13, 2004 10:10 PM
Subject: Re: Using Bones and Skin


http://forums.caligari.com/discus/messages/1583/16116.html?1094201808

If character animation can be done with TS IK's don't think it's ever been
proven.
anyone that's been serious about charter animation has gotten app's with
better IK's.
Messiah and Kaydra our the leading plugs neither our supported buy TS.
Charter animation is not the easiest think to do in 3D and ya need the right
tools to do it.

RorrKonn
rorrkonn@(protected)
http://www.atomic-3 (See http://mic-3.ora-code.com)d.com

What we have failed to realize is...
We our the aliens of this planet.

-- -- Original Message -- --
From: mendrak
To: truespace@(protected)
Sent: Saturday, November 13, 2004 1:27 PM
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.