CompuServe Thread

#Puppeteer… How Good?

8 messages in this thread
#184957From: Brendan GallagherAug 14, 1995 2:47 PM
Folks, I'm on my annual fall spendathon and I have a question for anyone who is familar with or uses Puppeteer in their work. I find the IK module in R4 very unfriendly and unintuitive to use for character stuff. But I definately want to use the IK method of animating. At this time I don't have access to motion capture although who know in the future. How much better (if at all) is Puppeteer as an IK solution ? I intend to use it with Bones PRo to animate single piece meshes that are created with a Metaball program (OrganiX). Or can the latest version handle single piece meshes itself ? Is the latest version as 'Buggy' as the original version ? Can it do hand/finger or foot animations ? It seemed from the demo on the Schreiber Disk that this could not be done. Any informed opinions will go a long way …….. Brendan G.
#184971From: Kurt McKeeverAug 14, 1995 4:43 PM
I have been using Puppeteer here at Metrolight for the last 3 weeks. I cannot say I have used it so much for IK use, but for motion capture I have found that it works quite well. I have run into a few snags along the way, and with the assistance of the very very helpful folks over at 4D Vision (aka Schreiber), the program has performed excellent. If you want more info on what I have done or help, just drop me some email. Christopher Ryan Metrolight Studios
#184997From: Brendan GallagherAug 14, 1995 5:29 PM
Chris, <<I have been using Puppeteer here at Metrolight for the last 3 weeks.>> Thanks for the response. I guess whether the motion is derived from a motion file or manually keyed in won't really matter. Are you able to apply the motion to a seamless mesh ? Or do you use jointed geometry ? Brendan G.
#185238From: Kurt McKeeverAug 15, 1995 5:12 PM
Currently I am using it on a jointed mesh, which is what this project required. But, I have tested Puppeteer on a seamless mesh in conjunction with Bones Pro. Puppeteer has a function call PUPPET MESH, which basically creates bones matching the puppet you have created, which will match your mesh (I am simplifying the process a bit). You can export these bones to the keyframer and use them with your original mesh with Bones Pro. Christopher Ryan Metrolight Studios
#185421From: Brendan GallagherAug 16, 1995 12:16 PM
Chris, Thanks for the response. << I have tested Puppeteer on a seamless mesh in conjunction with Bones Pro. Puppeteer has a function call PUPPET MESH>> That sounds very interesting… May be just what I need. I've been experimenting with the demo and I really like the 'Lock Node' function. Thanks for your help. Brendan G.
#185470From: Kurt McKeeverAug 16, 1995 3:02 PM
No problem. Any time. Christopher Ryan Metrolight Studios
#185634From: Ralph F. FrantzAug 17, 1995 1:34 PM
Chris, Good to see ya up on the forum helping out! Did you get the rotational data taken care of? Later, Ralph
#185668From: Kurt McKeeverAug 17, 1995 5:46 PM
I guess I had to start sometime. Anyways 4D/Schreiber is working on it for me. In the mean time I have come up with a somewhat work around. Christopher Ryan Metrolight Tech