"Link with orientation " question 2004-05-18 - By key
Back I've also had problems with multiple link with orientation keys where points would shoot off in space. Maybe reordering the stack might help you. Or make sure all "link with orientation" keys are off of one cluster.
In order to get greater control, I wound up doing shape animation linked with an expression to the rotation of the bone.... which is what "link with orientation" is supposed to do in the first place! If you have a character that is already enveloped you might get some erratic behavior still. I think it's the way xsi tries to average out the deformations. Hopefully this is all fixed in 4.0.
--- Rob Wuijster <rob@(protected)> wrote: > Hi, > > I have this simple setup of a 5 piece 2D bonechain, together with 5 > "rigid" geometry parts and 4 inbetween "soft" parts. (a human spine > setup of vertibrea and disks). I enveloped the 'soft" parts to the > chain, and parented the "rigid" parts directly to each bone. > > This all works as it should. To work on the deformation on the "soft" > parts I work with the "link with orientation.." setup. I select a > "soft" > part, select all points and create a cluster. This cluster is linked > to > the orientation, and adding the deform keys on the cluster on other > frames. > > This all works, but if I ADD another shape inbetween the shapes I > already defined, points of the mesh start to collapse in itself when > scrolling the timeline, fixing themselves after a couple of keyframes > ending up on the correct shape. And also how does the interpolation > work, linear?, and can this be changed somehow to fix some > shapeblending > on single frames?? > > It's kind of basic stuff and I'm probably overlooking something here, > but it's sort of confusing right now..... Need a good night sleep... > ;) > > Cheers, > > Rob Wuijster > BRIX Multimedia > Zoetermeer > Holland > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in > body: > unsubscribe xsi
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