Superlative Splines
30-Aug-94 20:41:56
Sb: #89007-Superlative Splines
Fm: Bruce G. Considine 76260,2631
To: Anthony Ramirez 70275,1027
What!? No Profound Principles providing scintilating splinatic
performance? No rules that carve away hours, nay, weeks of arduous
animation effort?
…rats…
In addition to the wireframe preview I've been using quick shade at
full video resolution to preview character animation. I missed the
fact that the arms were going thru the weight bar and the weights
weren't following the arm path in the wire preview. Saw the problem
on a quickshade render to the PAR. It was relatively quick, but I've
only got one character, one object, and a floor in the animation so
far <plus one texture map that is seen by only a small section of the
screen>. Unrolling a map with bones sounds like a nightmare, next
time make the pirate have his map in a laptop computer. :^)
As far as adding nulls, it allows you to separate the motion of an
object into more than one spline set. An object has 6 degrees of
freedom …x,y,z, & rotation x,y,z <or H,P,B for Lightwave>. These
motions are independent of each other but Lightwave ties them
togather with its tension, bias, continuity spline controls. The
keys remain independent but by using tension etc… to tune motion in
the x, you can mess up the between key motion in the y, z, etc… and
even the stretches.
By adding a null as a parent to your object you can assign important
motions to the null, handle the rest in the object, and the tension
etc… adjustments in one won't affect the motions in the other.
Another perhaps more important use is an addional null can help cut
down on the confusion in character joint rotation <or so I've heard>.
Bruce