#Flex.k3d
14-Jul-95 01:06:19
Sb: #180015-#Flex.k3d
Fm: Conrad Stolze 72762,1426
To: Jonas Ruikis [ADESK] 73172,1351
I beleive I know the one you're reffering to (Bicep.zip) and that's exactly how
it works. Without something like FLEX, animating the muscle scaling for an
entire character over the course of entire piece can really get out of hand.
With FLEX, simply create the muscle boxes, and link them to the bones they need
to move with (not neccessarily the bones that will control them). Then get
into FLEX and create a muscle to bone connection. This link allows the scaling
of the muscle (in all axises) to be controlled by the rotation of the bone
you've connected it to. It may take a little time to set up and test, but once
you have all the muscles and bones set up, save the data out to a file.
Then you can go about animating the bones as you normally would (forget the
muscles for now). Once you've finished animaing a scene, run FLEX again, load
the file, and apply it to the scene. It will calculate the scaling, or flex,
of all muscles for the entire scene.
Though I designed it for use with programs such as Bones Pro, it can also work
well for certain types of pneumatic looking objects (robots, etc.). By setting
the pivot point way outside of the muscle's mesh area, FLEX ends up controlling
both scaling and movement of the muscle. Basically, anything you can come up
with to scale an object based on the rotation of another object can be handled
with FLEX.
By the way, download the most recent version, FLEX1A.ZIP. The first version is
missing a file called FLX.TMP. Without this file, the keyscript gives you an
error. I'm sure a few people have figured out how to deal with this, but those
unfamiliar with the Keyscripter will simply be cursing me for making them read
all that documentation 3 or 4 times trying to figure out what they did wrong
when the script crashes. I must apologize for this oversight.