CompuServe Messages

#Bones Pro deform. prob.

    15-Mar-95 10:15:34
Fm: ALAN IGLESIAS 70262,1240
To: Tim c Branan 76360,540
Tim, like many operations, the success of a "Bone" project can depend very much on the preperation. Often you'll need to "spread out" your mesh *before* assigning the bones to it, and bring it together for it's "default state" in Frame 1 of your animation. This minimizes unwanted bone influence. Also, assigning bones to a part of a mesh can "lock out" influence from other bones, so keep that in mind, too. Never animate Frame 0. If a joint needs to bend alot, assiging bones to it when it's *half way* between it's bending amount can reduce unwanted deformation (thanks to TimW for this one). If a "limb" needs to curve and straighten out, it might be prudent to assign the bones while it's in it's straightened state so you can come back to it later without distortion. Since the program is *designed* to distort and deform, you really have to learn how to get the proper amount, without going too far. This takes practice. Best of luck, -Alan