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Using Bones and Skin

Using Bones and Skin

2004-11-14       - By Tony Owen

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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.