#Imagine 3.0/BONES
4 messages in this thread
Harry,
Here's the note GreG posted in reply to my question regarding a simple BONE
object:
I posted up here in case it might be of use to anyone else.
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Sharky,
Hope this helps……hope you can follow!
1) Add primitive cyliner: radius 10, height 90, circle sec 24, vertical
sections 12, no stagger, close top & bot.
2) Add Axis. Move it in the Z axis to Z=30
3) Add Axis. Move it in the Z axis to Z=60
4) Group Axis in 3 to axis in step 2 so that the axis at z=30 is the
parent.
5) Group the cylinder to the axis at Z=30. You now have a hierarchically
grouped cylinder with 2 BONES. One bone at z=30, one at z=60
6) Select object, pick the Cylinder. Select DRAG mode. Press r-a/5 to
be in PICK FACES mode. Keep L-SHIFT key pressed (pick multi-mode)
Using the drag box select ALL the cross sections of the cylinder that
are above the axis at z=60. Select Make Subgroup and name it
TOP-SMALL. Select ALL cross section from the top of the cylinder
down up to the cross-section that is just below the axis at z=60.
Make this a subgroup and call it TOP-BIG. Select all cross sections
from the top down to the cross-section just above the axis at z=30.
Call this subgroup BOT-SMALL. Select all cross-sections from top
down to the cross section just below the axis at z=30. Call this
subgroup BOT-BIG.
We just defined 4 subgroups of faces, the top subgroups define which faces
the top BONE will affect. The bot subgroups define which faces the bottom
axis (axis in the middle) will affect.
7) Be in select object mode (r-a/2). Pick the axis at z=60. Menu
command BONES SUBGROUP. For the BIG subgroup name enter or browse
the list and enter/select the TOP-BIG subgroup. For the SMALL one
enter TOP-SMALL>. Press OK.
8) Be in select object mode (r-a/2). Pick the axis at z=30. Menu
command BONES SUBGROUP. For the BIG subgroup name enter or browse
the list and enter/select the BOT-BIG subgroup. For the SMALL one
enter BOT-SMALL>. Press OK.
9) Press r-a/1 (Group Select mode). Select the Cylinder. Select STATE
from the Menu and select CREATE. Keep the name DEFAULT. Click on the
GROUPING & SHAPE boxes. Press OK
The cylinder is now properly set up.
10) Be in select object mode (r-a/2). Select the middle axis, rotate it
in the Y axis (Press 'r', then SHIFT-y). Visually rotate it about 45
degrees. From the Menu select BONES UPDATE. BOOM, it bends.
Notice that the bend is not very smooth…thats because we only gave the
effective BONE area only two vertical sections to bend. The effected are is
defined as the are that are NOT shared by the BIG & SMALL subgroups for each
bone. You can make a cylinder with more vertical cross-sections for a smoother
bend.
To get back to the DEFAULT state just select STATES, select SET TO, then
select DEFAULT.
-GreG
P.S. It may seem overwhelming, but it's quite easy when you know how to do
it.
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– 70614,2011 @ 29-Jun-1994, 20:14:03 Honolulu, Hawaii
Using: Windows NavCIS PRO 1.2
Erich,
I have used the same thing but I found item 10. needed to be done in the group
mode (r-a/1) not the object mode. At least, I couldn't make it work right with
object mode. ;=)
Also, GreG clarified that, for morphing animations between states, you should
not use the DEFAULT state. Instead, create a new state called REST in the same
position as the default state, but with only group info saved. Use that for
your first state. The object did weird shape changes otherwise.
Good luck,
-Marco
Yeah, saw your post. Got it printed and tossed in the notebook…<g>
Thanks!
Sharky
– 70614,2011 @ 30-Jun-1994, 05:34:07 Honolulu, Hawaii
Using: Windows NavCIS PRO 1.2
"Notice that the bend is not very smooth… that's because we only gave the
effective bone area two vertical sections to bend." Instead of making a
cylinder with more vertical cross-sections, you could also drag a selection box
around all "bendable" faces and fracture them. The non-bending faces wouldn't
triple in number — you don't need them to.
Blaq!