Skin 'n Bones
20-Mar-95 20:59:58
Sb: #159842-Skin 'n Bones
Fm: M. G. BATCHELOR 71532,1214
To: Philippe Desmarais 76504,1216
<< Skin is inexpensive, but Bones looks versatile. Have 3DS rel 4.0 with
inverse kinematics. Which package will take the most advantage of IK? I heard
that Skin is capable of whatever Bones is: it is just a question of TIME, since
Bones does it all in one shot (skeleton), but skin most REskin the whole body
every frame. >>
It really comes down to basically 2 things:
1) If you have an existing mesh, can't rebuild it using Skin techniques, and…
2) Need to animate it with seamless joints, skeltonally driven, FK or IK…
…then Bones is the answer.
However, if *all* of the joints don't have to be seamless, you probably have a
little more control using Sliced meshes with Skin, as you have global control
of the slices linked to the skeleton, plus local control of every slice. Both
systems can be time consuming to tweak.
IK is just another way of positioning the skeleton components manually, or
automatically using dummy follow objects. Both Bones & Skin/Slice work fine
with IK.
Bones is $500 and includes a handy Smooth.pxp, …Skin/Slice is $300, and comes
with Deform, Vapor, Flame, & Scatter routines.
Both are nice. You decide <g>.
BILL