#Bones
7 messages in this thread
Hi all,
Has anyone got Joseph Munkeby's ID? I'd like to both congratulate and grill him
about his BONES ipas demo. It seems pretty cool.
Glenn Zephyr
Hi,
Glad you liked it. It's actually a fully capable BONES. Not just a demo.
Sorry about the ID. I thought that would be attached to the post. It's also
the listed serial number on the dialog boxes. Send on the questions.
Joe
Hi Joseph.
Thanks for your work on bones! It's just what I've always wanted (and it 'aint
even Dec25th). I have boned a number of things by way of testing it out and I
would like to know …
How can I vary the default strength of the bones..ie: I loaded up a head that I
had created previously and built bones radiating from a central core to the
eyebrows, nose, lips chin..etc. I then gently animated them to create a change
of expression. The resulting mesh seemed to move too radically with great slabs
of his fore-head slipping around rather than just the area nearest the
end-of-bone. I made a link of smaller bones branching around the eyebrow and
upped the number of bones (that influence the mesh) and this seemed a little
better but still not exectly what I wanted.
Also, would it be possible to include a function to have a range of bones that
are not linked by heirachy. The Yost Group's skip ipas lets you assign skin
items by both Heirachy OR name prefix. This would allow me to build facial
structures that are not linked but NAMED the same and would greatly increase
the functionallity of your bones IPAS.
Where Do I sign. I'm in Australia so I'll have to do some coin conversion to
get you the bucks. Will the $50.00 cover post to me in Oz?
All in all I'm blown away by your work and I hope you get a lot of support for
it.
Thanks
Glenn Melenhorst Zephyr.
Glenn:
/__________From your message___________\\
I have boned a number of things __________________________________________
<G>
Bob
Bob.
Thanks for the chucks! <G> I had better watch what I write.
Glenn Zephyr.
Hi Glenn,
I am responding to this here in addition to my previous response by mail
because a) I found the message & b) I thought I would share some more public
comments.
I have recieved comments from a couple people about bones moving parts of a
mesh that is nowhere near the bone. This happens because even if a bone is not
"close" to an area, if no other bones are closer, guess who wins the influence
contest! Place some stationary bones near stationary portions of the mesh to
keep them in place. Perhaps if you envision the mesh as floating in space. If
there is only one tiny push, the whole object moves. Unless, there is another
tiny push to hold parts in place.
Name prefix would be useful. I have considered it, and left it out simply
due to lack of time. Look for it in future versions.
To change the default strength of bones, use bend-aid. Specify "Ignore
Bones", and in the weight box specify the percentage to reduce the strength of
the bone. More is mentioned in the bend-aid doc.
Thanks for the support. And a hearty G'day to the land of Aus.
Joe
I'm glad you noticed it. I (likewise) am extremely impressed with it!
– G