Using Bones and Skin 2004-11-14 - By Tony Owen
Back As a MoStu user (waitng for ver 2), my problem involved the way axis would change in group objects and the lack of constraints could really louse up a mesh. Saving poses was very handy. Sometimes it was the only way to recover a damaged mesh. Scott was working on these issues but it seemed that using tS features along with MoStu would be problematic (less integration with tS). Time will tell but meanwhile, a well made (and adjustible) Skeleton.cob with facial animation and constraints that wouldn't screw up your mesh would certainly be welcome in the next release.
Tony Owen
-- -- Original Message -- -- From: "Emmanuel Asset" <emmanuel.asset@(protected)> To: <truespace@(protected)> Sent: Sunday, November 14, 2004 12:46 AM Subject: Re: [TSML] Using Bones and Skin
> 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.
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