Morphing/ bones 2003-12-17 - By Carl Lydon
Back Simon, I have an old version of a medical simulation I am working on:
http://www.sillyplanet.net/projects/simulation/
Try the "Hold Lids" and "allow blinks" buttons. Since then i have added many eyelid animations. Unfortunately, I had to do it all using bones, and in Lightwave no less, where I had to manually define a weightmap for each bone. I had to do a bone for each vertex I was moving, otherwise it got all screwed up, so I needed a bunch! This was all a pain but it was possible to do. Facial animations are doable, just tedious. At least you are working in Max, which i think is better suited than Lightwave for doing bones.
-Carl
> Message: 11 > Date: Wed, 17 Dec 2003 10:17:35 +1000 > From: "Ultramedia" <simon@(protected)> > Subject: RE: [Dir3d-l] New Director > To: <dir3d-l@(protected)> > Message-ID: <AGEAJDJAHDHBJAIPLOPKIEMPCHAA.simon@(protected)> > Content-Type: text/plain; charset="iso-8859 (See http://iso-8859.ora-code.com)-1" > > I'm sort of new to the list, so I'm still just learning who's who. I > need to > ask a fiddly question to someone on the inside about shockwave 3D. > > I want to create characters in max, combining multiple morph targets > for > facial animation and character studio for all the other animation. > > Currently I can't because there is no morpher modifier in shockwave > 3D. I > tried to write lingo that would manually interpolate between two > meshes, but > it doesn't work because the w3D exporter from max randomizes the vertex > order when it exports meshes. > > Also, very knowledgable and helpful people (on this list) have > informed me > that you can't do mesh deforming stuff on things that are set up with > bonesplayer. > > Is there anything that can be done to talk macromedia into developing > some > sort of morphing modifier that would work with the bonesplayer? Just > think > how great the workflow would be, and the results it would allow you to > achieve in director... > > Thanks :) > Simon O
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