CompuServe Thread

#Horse mesh animation

3 messages in this thread
#63679From: Judy WellerOct 27, 1993 9:24 AM
In making a mesh figure ( say of a horse) for animating, I assume you should design "ball" joints at those points where you want the horse to bend his leg — like the knee, head and neck etc. These ball joints could then be used as pivot points. Am I correct?
#63682From: David TaffetOct 27, 1993 9:37 AM
Judy – The "ball" joints serve to hide the ends of the upper and lower linmbs, but aren't actually the pivots. They do *hide* the pivots, tho'. I have done this fairly successfully. Each object can be assigned its pivot point. You just place it at the joint, then slap that ball in place and the raggedy ends of leg parts look tidy again. Viola!
#63882From: Judy WellerOct 28, 1993 8:03 AM
Ah — Thanks for the explanation. Will remember it when I work on my horse mesh.