#Skin methods
12 messages in this thread
Bill,
I guess I'm just spoiled. Of course I can go in and move vertices
around over time, but gosh, the time goes by. The magnetism I mentioned is
present as a command in many programs, notable Prisms on SGI. It is very
useful, and can be used with objects of attraction to get some very nice soft
deformations over time. Good for muscles and "flow" effects like making a drip
run.
I appreciate your insight into 3DS. I intend to animate a flock (covey,
herd, whatever) of bats descending on some cows and I am still trying to plan my
approach to skinning the thin skin web that I have stretched across the wing
bones. I have a nice DXF mesh, but the various parts do not meet with smooth
transitions, therefore Skin would be ideal to make it look good. I am currently
creating crossections, and will try all methods. I will upload a GIF of the
results. Thanks
Sanford
Sanford,
Can you do me a favor ???
Can you use the REP(ly) option or command rather than the COM(pose) or Write a
message option or command. Each of your messages is starting a new thread on
the board and it's really creating a mix of messages in this skin discussion.
By replying to the previous message you not only keep the thread going by not
starting a new one, but you also get the bonus that CIS will add the recipients
UID and the thread subject to the message header and saving you all that
time…….<grin>.
Hello Joe,
I am now using the REP command. I didn't know it worked in this forum
because when you enter (?), it is not included in the list of commands in the
message section. Type ? and you get SEL, DEL, REA, BRO, SCA, COM,
UPL, DES, NAM, CHA, ANN, OPT, INS, HI. This list does not include REP.
Strange?
Obviously it works because you are getting this message.
Regards, Sanford
Magnetism in that context is a localized non-linear deformation. Prisms,
although the least expensive feature-for-feature of the SGI applications, still
costs 10 times what 3DS costs (20X considering the hardware). My only point was
that if you don't have $50k+, you are not neccessarily limited by 3DS – you can
get the same or similar results with more manual methods. BTW, the Stretch.pxp
is a sort-of magnetism tool.
Regards,
BILL
Bill, some of the low end sortware has this too like Imagine and Lightwave.
I think the idea here is that a bones or magnetism could be
a better way of working with the models. And this could work with any
polygon model.
I'm aware and have used most of that software. Everything Sanford mentioned
currently exists in IPAS, or will be available very soon. My point was that if
you need a particular assist function in 3DS but don't have it, you're not
neccessarily stuck….there are means to reach the same results. Certainly I
don't have anything against power tools & functions.
BILL
Hi Cyberdreams,
Do you think (the soon to be released dos version of) Lightwave is
offers duplication or complementary features to 3DS?
Thanks, jhg
Hello Sanford,
I saw your message..
>>..intend to animate a flock of bats descending..
I saw something at Siggraph which may be worth trying for your "flock" once you
get your bat modeled. I can't quite remember who did it, but one animation
consisted of hundreds of walking animals (squid & octopi, I think).
Rather than making hundreds of copies of the mesh to animate and render, they
created a simple loopable walking animation of one such animal that consisted
of just a few frames. They rendered these few frames against a black
background, and applied the resulting animation on a "card", a simple flat
rectangle, mapped with the equivilant of the 3DS Decal method.
They duplicated this card many times and moved a whole crowd of these cards
along a roadway. With a little animation playing on each card, the effect was
the same as animating many copies of the actual mesh.
This may be very easy to do with at least most of your bats, especially if you
don't have to worry about shadows for each bat and if the bats were generally
going in the same direction. (So perspective wouldn't be a problem) Perhaps
some combination of a few bat 'stars' in front of a mob of card-bats would
work.
JKJ
Sounds like a good idea! I am building a scene now with 30 bats using
instances. The trouble is that even though the mesh file only has 4600
vertices, the instances seem to take just as long to render as real mesh
objects. I think your animated texture map idea is the only I can really make
the cloud of bats I want. I can't do 2,000 instances! Thanks for the hint.
Sanford
Yep, instances don't save a cycle when it comes to render time. I believe they
reduce file storage size, though. JKJ
Correct, John.
– G
I am going to try animated opacity maps of bat shadows against the
twilight sky, and then place them on layered transparent walls. There
ought to be some way to defeat the Ram Eating Beast!