#To bone or not to bone..
24-Jan-95 00:32:43
Sb: #148424-#To bone or not to bone..
Fm: M. G. BATCHELOR 71532,1214
To: Constance R. Roth 74471,621
Hi Connie,
<< one more question: can you give me an example of a "deformation" one might
use? >>
Sure. A deformation would be a bend, stretch, squash, etc., on a *global* level
(affecting the entire mesh), or on a *local* level using selection sets of
vertices. Any modification of the geometry, other than *transformations* (move,
rotate, etc.) could be considered a deformation of that geometry, I guess. And
you can perform *linear* or *non-linear* deformations, whereby the deformation
maintains a proportional relationship between the vertices as they're
relocated….or not,….hence, a non-linear deformation.
An example would be the classic character animation concept & technique of
"squash & stretch", as pioneered primarily by Disney's staff in the 20's-30'. A
simpler example would be to simply bend a cylindrical mesh into a letter "c".
Does that help ?
Regards,
BILL