#Vertex in Keyframer
5 messages in this thread
If I can't bend an object in the keyframer, then I assume I cannot
move a vertex in there either. This is a problem. I understand that
creating a morph is an easy task.. but in this case I have an object
that has rotated and shifted position in the keyframer but I will
have a hard time guessing where I need to move verteces in the editor
to match the position in the keyframer. The situation being, I need
to rotate a sleeve on a shirt, but when doing so, the shoulder
detaches from the "seam" on the shoulder. I feel an easy fix for
this would be to move the verteces (sp?) on the ending position in
the keyframer. I do not wish to Boolean the sleeve to the shirt
because the sleeve is involved in complicated motion, and morphing
the whole shirt is a bit of overkill. Any suggestions?
maybe the solution is in a spline modler which is availible from yost group
disk 6, ipas3 called "skin". a linked skeleton of a skined object can be
bent,twisted, stretched in the key framer by rotating/moving individual links.
this results into the actual skinned object to bend, twist, stretch…
if you modled the arm as a skined object it should be easy to do the motion.
ara
Thanks Ara, I am getting the catalog of IPAS disks in the mail soon, I will
look at disk 6 to see what it offers.
James Franssen
Have you tried the Object/Snapshot command in the KF? That'll give you a copy
of the KF's transformed object at any frame, put back into the Editor for
further modification.
– G
Excellent.. this sounds like exactly what I need for this problem. Thank you.
James Franssen