CompuServe Thread

#Help, Bones

6 messages in this thread
#188697From: Terry MillerSep 2, 1995 12:32 AM
I have a few things happening that I don't understand. I am trying to put bones in a charactor's face to get mouth and lip movement. The mouth is shaped kind of like a beak, or a turtle's mouth. I originally had about ten bones in the mouth and lips, trying to make the lips to a degree, independent of the jaw bone. I could not get around the bones in the upper jaw influencing the tip of the "beak" on the bottom jaw. So I had a great idea. I selected the faces in the lower jaw and copied them out to a seperate object. Now I have an exact duplicate of the mesh around the lower jaw. I 3D scaled it down a couple percent and put it back inside the original jaw. Thinking this oughta be as good a jaw bone as I can get, I name it metaLjaw and go to Bones. When I do a visualize MIA, I get nothing, no red, no where. I'm also getting,"metaLjaw has no bones data chunk". Why is this OH so perfect plan not working? Before this I had bones in the ears linked to the skull, as was the original jaw bone. Now, during render,I get a warning that metaears01 is not a valid file name. ?!?!? Where'd that come from? Nothing in the jaw was directly linked, or shared a name with the ear bones. I went back to an old save, and no warning. I delete the jaw bone, and the warning appears during render. I am clearing all data from bones and starting over after the delete. And, when does 3DS decide to call a FLC and FLI. The first test render I did was named Mouth. FLC. I kept going in and making minute changes to the bones around the nose and mouth and rendering and rendering. I *thought* I was writing over Mouth FLC each time, so *that's* what I was viewing each time. I found out later that I was rendering to Mouth FLI now. THAT made me want to climb something very high. Now I can't get a file with a FLC extension, makes me wonder how I ever did. Anybody, any ideas, I all ears. Terry
#189115From: Matthew P. SamiaSep 5, 1995 1:18 AM
I can't help with the bone thing, but the deal with a fli or flc is that a fli has a resolution of 320 x 200, whereas a flc can be any resolution. So, if you render at 320 x 200, you automatically get a fli extension, otherwise you get a flc. Hope that helps… Matthew Samia
#189174From: Terry MillerSep 5, 1995 11:27 AM
Matthew, Thanks for the reply. I noticed this the other night when I went back to rendering at 1024 x 768. I first thought that the FLC extension only came if I used "default" for the config. But, I see what you say is true. Thanks, Terry
#189135From: LEE STEELSep 5, 1995 6:08 AM
Can you send me a breakdown of the names of the mesh parts and their associated bones? I can probably help you with this problem but I need more info. Feel free to send me the project file.
#189175From: Terry MillerSep 5, 1995 11:27 AM
Lee, Thanks for the interest, but over the weekend, I got it all worked out. There was only one name for the mesh, "meta". All the bones are named meta(something) as in metaLjaw, metaUjaw, etc etc. I just scrapped my brilliant idea with the dupe jaw bone, and went in and put trianglular shaped boxes in. I'm still not real clear on why that didn't work. The sentence on page 5 of the Bones manual, in the adding bones paragraph, still is a bit unclear to me. "Since only the bones' bounding box is not taken into account, you should use very simple objects, such as boxes made with create/box in the 3D editor". Is that a misprint? Should it say that only the bones' bounding box "is" taken into account. This seems to be the way it behaves. I know I don't have to use "boxes", I have spheres and other odd shapes in the head that work ok. Anyway, I did a test render last night, and all bones (around 120 of em) worked just fine. I did however notice something that I wasn't expecting. I had at this point painted in some shading on the hands, arms, and legs to highlight the muscle tone. Once the object was animated, I noticed that whatever I had painted, had carried over onto the hidden geometry. Let's take one of the hands for example. I do some shadowing to highlight the tendons on the back of the hand. I see during the animation that this same shadowing appears on the back of the other hand, and the palms of both. I am thinking that maybe I am caught up in an "instance" rule? To make the limbs, I would sculp em out with the metaballs, then do a create/object/copy/selected. Then do a modify/object/mirror/selected on that copy to put the outside/inside correctly. You, know, so I wouldn't have a palm on the outside of one hand. I sat down in front of 3D Studio for the first time about 5 weeks ago, so I still don't know all the rules. If it's treating the copied limbs as an instance, I could understand the paint being applied to the back of the other hand. But, why the palms? If I try to paint a line in the middle of the forehead, Meshpaint want's to cover the whole head. If I resize the brush down, the paint still covers the whole (just the top of actually) head, only now it looks like the rings in a tree. It almost acts as if it is going to get paint on whatever is on the same elevation or plane as the spot I am trying to paint. If I try to paint in the shadows between the shoulders and the neck, I will see a perfect ring around the front, back, and outside of the shoulder. The ring will also carry over to the back of the object where the thighs are at that same elevation. I've checked pref's and have wraparound set to "none". Gee, sorry, didn't mean to carry on so. I'm expecting World Builder to hit the door any second now, so I want to wrap this creature session up. How bout that, my wife just this second, handed me WB. Anyway, any Meshpaint pointers will be greatly appreciated. I hope you can derive some idea of the problem from all that muddle up there. Thanks, Terry
#189179From: LEE STEELSep 5, 1995 12:03 PM
Won't be able to comment on MeshPaint fot another few days. I'm still wainting for my copy to come in the mail. Lee