  | | | morphing/ bones (was: New Director) | morphing/ bones (was: New Director) 2003-12-17 - By Agustín María Rodríguez
Back Thomas Higgins wrote: > Have you considered using a skeletal head to make your character "talk"? > Create a bone cage with a jaw and facial points of control,
I think using bones is the best solution for the actual state of SW3D and 3D cards. After doing lots of tests -helped with the input and experience of NoiseCrime- I�ve came to the conclusion that this morphing stuff -at the level I was trying to push- was too much for Director.
Bones will suffice depending on the complexity of the face because you have a limit of 9 bones affecting each vertex (which seems a fair amount to me) and it seems that setting up a face with morph mofifier can be easier than using bones for the 3D modelers.
Anyway... this could be an overhead for SW3D and there are many other aplications that are specially done for this matters. So even if this can hardly be done with Director, maybe it doesn�t worth the effort.
Remember... I LOVE Director and I�m working a lot with SW3D (more than I ever thought) but I�ve learnt that the best is "using the right tool for the job".
C�ya!! -- Agust�n Mar�a Rodr�guez | agustin@(protected) | www.OnWine.com.ar
__ ____ ____ ____ ____ ____ ____ ____ ____ ____ Dir3d-l mailing list Dir3d-l@(protected) http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
|
|
 |