CompuServe Thread

#No Bones About it

12 messages in this thread
#80841From: Paul ToalMay 1, 1994 4:31 AM
John- I'm trying to animate a human model I made. Bones is driving me nuts with the habit of picking up parts of the other leg that's suppose to be going the other way. Limited range isn't helping, it makes the leg squash in the direction of the rotation. Is there a better way to make my human walk? –Paul < Motorola Inside >
#80868From: Stephen BaileyMay 1, 1994 8:38 PM
Paul, You might try making the various parts of the skeleton into separate objects, instead of having the entire form be one object. Then, they can be parented and each separate object's bones won't push or pull against others. Does this make sense? I had the same problem as you're having when I first started down the boney path 🙂 Stephen Bailey Sawyer & Bailey Film and Video CIS # 72773,2451
#80892From: Paul ToalMay 2, 1994 1:00 AM
Thanks Stephen, How can I make the seam from the leg thigh to the trunk hidden. What I ended up with was something approaching ugly. I can rotate the foot within the pantleg pretty good though. What do you think? –Paul < Motorola Inside >
#80928From: Stephen BaileyMay 2, 1994 2:56 PM
>rotate the foot within the pantleg< I thought you were working with a skeleton, not a dressed figure. I would think that given a pair of pants, you would want it to be one object, with many bones…some to bend and some to anchor, for instance, the waistline. I'm just guessing, though. Never tried animating clothed figures (I guess I like 'em butt-nekid <grin> ). Stephen Bailey Sawyer & Bailey Film and Video CIS # 72773,2451
#80967From: Paul ToalMay 2, 1994 11:15 PM
I'm trying to make bones work on this non-boned (pant wearing) guy. The two inseams keep trying to have influence on the other's. Pretty messy actually. I'm dowwn to just finding a combination of ifluence, size and position. Butt-nekid, heh heh…. I could change the plot 🙂 –Paul < Motorola Inside >
#81005From: Stephen BaileyMay 3, 1994 12:52 PM
DO IT! <just kidding> Stephen Bailey Sawyer & Bailey Film and Video CIS # 72773,2451
#80869From: John GrossMay 1, 1994 8:39 PM
Try designing the human with the legs pulled apart as the default positions. this way when you bend them together using bones, they won't influence each other so much. unfortunately bones aren't the greatest way to animate human type figures. What we really need is I.K. to work with segments of hierarchial objects. JG
#80893From: Paul ToalMay 2, 1994 1:00 AM
I've made the boots seperate objects so I'll try to make him kind of pigeon toed, that might help, thanks. Does anyone do this stuff in Imagine then bring it somehow into Lightwave? –Paul < Motorola Inside >
#81053From: John GrossMay 3, 1994 11:46 PM
Not that I know of… JG
#80889From: Erik FlomMay 1, 1994 11:59 PM
I've had slightly better luck by breaking the object into several segments: arms, torso, head, legs. Of course, this brings back the very problem bones was meant to solve: there are seams where the objects join…… My technique works well on the claymation/cartoony char I'm working on, but probably would not look good on a humanoid. (You could hide the leg seams in a pair of baggy shorts. :^) Good Luck, Keep On Toastin' Erik Flom – ELF Works 3D Construction Co.
#80894From: Paul ToalMay 2, 1994 1:00 AM
It seams to be a problem 🙂 sorry…… –Paul < Motorola Inside >
#81036From: Erik FlomMay 3, 1994 7:32 PM
Ack! You've left me in 'stitches'! <G, d, & r> Keep On Toastin' Erik Flom – ELF Works 3D Construction Co.