CompuServe Messages

#Human Modeling?

    21-Oct-95 23:33:04
Sb: #196460-#Human Modeling?
Fm: Terry Miller 72400,3306
To: Jamie Kirschenbaum 73030,3723
Jamie, I did a critter that's not exactly human, but has the same number of limbs except for one more tail than most humans have. I just started with spheres in a stick like figure of the basic form. Than came in and added smaller ones to the frame to get the musclature I wanted. Then even smaller ones on top of that to get the tendons on the hands and feet. It was fairly easy to do if you size the frame right to begin with. I sized the frame to be about 20% of the girth of each section. One thing I did wrong was make the hands with the fingers curved and in line with each other. This looked fine for a still shot. But when I went to put the bones in for animation, it was very hard to do. And, it was tough to pick em out for moving when animating. Which ever viewport I chose, I had bones covering other bones. I would have to go to a user port and select the bone, then go to a front or top port to move selected to get the movement on the right plane. It threw in a lot more steps than I should have had. I created my creature by halves and selected the spheres in groups (like arm, leg, etc.). Then using object mirror (selected) with the shift key, kept the scale balanced. If they don't jump in, ask Martin Foster and Kyle McKisic (that *might* be close on the spelling), they seem to be the master Frankensteins around here. Hope any of that helps, Terry