CompuServe Thread

#Errant MetaBall

8 messages in this thread
#165561From: Judy WellerApr 19, 1995 7:06 AM
I am have several unrelated problems with metaballs. I have one metaball that I cannot delete/hide/move etc. It is just there and I can't do anything with it! Occasionally after I do an MSHAPE no all of my metaballs will be included in the MSHAPE? Could you some help with this problem. Also how much does the rotation of the metaball have to do with the resultant mesh? Judy
#165571From: LEE STEELApr 19, 1995 7:58 AM
Hi Judy, I can't figure the ball that won't erase but as far as the balls not being included: If you have strings of small balls, like a tentacle, try setting the face size smaller. If the face size is too large, smaler details will get lost as the large faces can't accomodate the smaller radius. Try setting face size very very low, generate your mesh and either set simplify mesh to "on" or use Yost Optomize after running mshape. Another thing to look at is the fusion value. Try using green and yellow for the overall shape and save red for those critical details ( little bunps and nuances). The higher fusion of these bumps will help "draw out" those details. Lee
#165621From: Judy WellerApr 19, 1995 11:35 AM
Thanks Lee – I have been using Red to fill out the shape but I will change them to green. I hope someone has some answer to the Ball that wont erase! Judy
#165642From: Kyle J. McKisicApr 19, 1995 12:53 PM
Judy, <<I have one metaball that I cannot delete/hide/move etc. It is just there and I can't do anything with it!>> I'd like to understand more of what you're problem is. You're saing you can't delete/hide/move the reference sphere, or the resultant mesh object (META)? You do know that reference spheres that are hidden, or frozen to get accounted for in the generated mesh? -Kyle
#165763From: Judy WellerApr 20, 1995 6:44 AM
I figures that hidden meta balls still get generated when you create the mesh – Found the problem yesterday – It was an instance created in the Keyframer with snapshot and I had to delete it from there – I am not sure I understand the logic behind this – but I finally got rid of it! Judy
#165773From: Kyle J. McKisicApr 20, 1995 8:05 AM
Judy <<It was an instance created in the Keyframer>> ahh.. . .that would explain it. Instance objects created in the keyframer do not show up in the editor. HOWEVER, if you create a copy in the KF by moving an object while holding shift down, the snapshot objects you create from that instance obj. DO show up in the editor. I've found this to be very useful when creating sets of snapshot objects that flow along very similar paths – like muscles. -Kyle
#166001From: Judy WellerApr 21, 1995 7:30 AM
Kyle a question on your technique – what fusion color do you favor for muscles, green ? Also do you favor paper sketches and layouts before you start working with Metaballs – I have been fooling around with various objects and it seems that sort sort of planning in advance is necessary as well as "outlines" brought in from the shaper – some thoughts here please. AM looking forward to your article in Planet Studio. Judy
#166003From: Kyle J. McKisicApr 21, 1995 8:02 AM
Judy, <<what fusion color do you favor for muscles, green ?>> It depends on a number of things – – – -How detailed you want the muscluar structure to be? -Do you want to see 'cuts' in the muscles? both of these determine what sizes and fusion values you should use. The best thing I can advise, would be to become VERY familiar with working with different fusion values in close proximity. Then, as you work on something, and you want to make a change here, or smooth this out, and bring this group up a little, you'll know the tools well enough to have an idea of how to appraoch it. But, generally, I hang out with yellow and green fusion colors, with blue for muscles like biceps, and calves. <<do you favor paper sketches and layouts before you start working with Metaballs >> Most of the traditional ASOFT artists are going to hate me for this <g>, but I can't draw to save my life – I mean, I'm really bad. I DO however have an artistic background, my mother is a traditional artist, and she forced my brother and I to take art lessons when we were young. So, I know shape and form, lighting, and color study. But everything I do, from modeling to menu interfaces and animation is started from scratch in 3DS. I've grown so accustomed to thinking in 3D that I find it really hard to put stuff down in 2D. I also am fast enough with 3DS, that I can mock up almost anything faster that I could draw it on paper – then it's in the computer. I do the same with animation storybaords – I'll just mock up simple movements, render out thumbnails, print 'em out and I've got boards to work from. I DO work extensively from other peoples drawings, and physical models. For example, I modeled the Face Hugger from a full scale vinyl model that I sat on top of my monitor. The muscle stuff I'm doing is taken directly from three sources – a book called Dynamic Anatomy by Burne Hogarth; Gray's Anatomy, and numerous bodybuilding mags. I should be uploading some samples of muscular structure sometime next week. -Kyle BTW, Dynamic Anatomy is by far the BEST reference book on Muscular structure I've ever come across. It's pretty phenominal.