CompuServe Thread

#Trouble with bones

8 messages in this thread
#11231From: David MagillMay 2, 1995 5:41 PM
>> 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
#11258From: GreG tsadilasMay 3, 1995 12:09 AM
>> 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
#11291From: Tim Wilson [Crestline]May 3, 1995 5:28 PM
>>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
#11334From: GreG tsadilasMay 4, 1995 12:57 AM
>> 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
#11498From: Tim Wilson [Crestline]May 6, 1995 3:14 AM
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
#11513From: GreG tsadilasMay 6, 1995 9:36 AM
>> 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
#11292From: David MagillMay 3, 1995 5:37 PM
>> 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
#11335From: GreG tsadilasMay 4, 1995 12:58 AM
>> <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