#Trouble with bones
8 messages in this thread
>> Experiment with that "hemisphere" lower-jaw to see what your small & large
subgroups should be. Once you get that down, you'll be able to use the
experience when boning the jaw.
Ok, I played around with it, and think it will work as long as the mouth is
deformed by the open/close bone before it's affected by the pair of smile/frown
bones (one for the left side and one for the right). The group heiarchy (sp?)
determines the order in which the bones deform the object, right? If so, then
do objects lower in the heiarchy get applied first, or do their parents go
before them?
Thanks,
Stephen
>>
Ok, I played around with it, and think it will work as long as the mouth is
deformed by the open/close bone before it's affected by the pair of smile/frown
bones (one for the left side and one for the right).
<<
You may not get the results you want if you are not carefull. Basically what
you'll be doing is having one bone deform the faces of another bone. Then when
this other bone goes to deform the same faces it won't be aligned properly in
relation to these newly deformed faces. This can cause some wierd results. <g>
Try it, see if it works ok for you though. What you have to be carefull with
is that the lowerjaw doesn't move the "smile" faces too far off kilter from the
"smile" bone.
I honestly don't know what order the bones are applied in. But to force a
certain order, just modify the bone you want to occur first, then UPDATE the
bones. Then modify the bone you want to be applied second, then update, etc.
Then when you finally have the pose you want, create a STATE. However, when
animating one state to the next, I don't know what order the bone hierarchy
will be applied. Perhaps Tim can enlighten us a bit here. Tim?
-GreG
>>I honestly don't know what order the bones are applied in. But to force a
certain order, just modify the bone you want to occur first, then UPDATE the
bones. Then modify the bone you want to be applied second, then update, etc.
Then when you finally have the pose you want, create a STATE.
This approach might work only if you use SHAPE States, along with
Grouping for the bone movement. SHAPE handles morphing of the geometry.
>>However, when animating one state to the next, I don't know what order the
bone hierarchy will be applied.<<
My guess would be that the bone deformations are applied in the same
order that objects are listed in the PICK/SELECT – FIND REQUESTOR. This shows
the order in which objects are loaded into the editor.
-Tim
>>
My guess would be that the bone deformations are applied in the same order that
objects are listed in the PICK/SELECT – FIND REQUESTOR. This shows the order in
which objects are loaded into the editor.
<<
Dunno Tim,
The hierarchy may define the order. It does to some extent when applying
textures. Simple example is….group a sphere to a tube. The tube is the
parent, assign it a texture with the APPLY TO CHILD button selected. Now apply
a texture to the child object. The child object will first apply it's own
textures, and then the parent's texture. Some similar method may be used in
bone deformations.
-GreG
Greg,
The FIND REQUESTOR does list the objects in hierarchical order from
main parent down to the lowest level child. I may have been wrong before when I
said it listed the order objects are `loaded into the editor'. But I honestly
can't say whether the deformations would be applied from the bottom up, like
textures, or the top down.
-Tim
>>
The FIND REQUESTOR does list the objects in hierarchical order from main parent
down to the lowest level child. I may have been wrong before when I said it
listed the order objects are `loaded into the editor'.
<<
Tim,
Hmm….I gotta check this. I do know that if I have an object, say one of
humanoids already loaded in, then I load in one of the head objects to get a
different expression, it gets listed at the end. However, I don't recall if
it's position changes when I hook it into the hierarchy. Yet another thing to
check on. <g>
-GreG
>> What you have to be carefull with is that the lowerjaw doesn't move the
"smile" faces too far off kilter from the "smile" bone.
True. If that doesn't work, I'm fresh out of ideas.
>>I honestly don't know what order the bones are applied in.
<g> I'm shocked! I managed to stump the master of Imagine 🙂
Thanks,
Stephen
>> <g> I'm shocked! I managed to stump the master of Imagine 🙂
Master? Not in the least! I'm still learning with everyone else!
-GreG