Skin methods
06-Oct-94 00:52:59
Sb: #127391-Skin methods
Fm: M. G. BATCHELOR 71532,1214
To: sanford kennedy 73201,1374
<< In Alias I have used hulls, which are a collection of control vertices. My
question is how can you get details of shape such as muscles which flex using
the "simpler the better" method? >>
The same way that you do in Alias. When you construct a spline control hull in
any program, you're not constructing curves *directly*, you're drawing a series
of straight lines…..just as you would in the 3DS Shaper…..except you can't
immediately see the curve. In fact, with Alias or other NURBS modelers, you can
likely use even fewer control vertices as they can be weighted….thus possibly
allowing even more "curveature in the curves" without resorting to bunching
vertices to pull the curve.
<< In Playmation they provide muscle chanel and spine control as well as
skeletal and Inverse Kinematics. To get good movement you need them all. >>
You don't need ANY of them to get good movement. All you need is the ability to
move vertices around over time, and know how things move. All of the above just
*help* in applicable situations.
<< Can you get an effect like magnetism in skin? >>
Sorry, I don't understand the question.
<< I don't know how to apply Deform to an area of a skinned object that is
composed of slices. Is there a proceedure? >>
You use the same procedure as transforming/deforming any object. In a Skin
heirarchial CS approach the CS's are objects. You can
move/rotate/scale/bend/skew/taper/FFD, etc.. at the object or vertex set level.
Moving/scaling/rotating the CS's for say an arm, is the manual equivalent of
using spline or spine skeletonal deformation. Knowing *what* to do with them is
the manual equivalent of "smart-skin" <g>.
BILL