CompuServe Thread

#Bones

7 messages in this thread
#131074From: Glenn J MelenhorstOct 25, 1994 1:44 AM
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
#131085From: Darren GasserOct 25, 1994 2:46 AM
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
#131238From: Glenn J MelenhorstOct 25, 1994 5:42 PM
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.
#131279From: ROBERT RITGEROct 25, 1994 9:15 PM
Glenn: /__________From your message___________\\ I have boned a number of things __________________________________________ <G> Bob
#131341From: Glenn J MelenhorstOct 26, 1994 2:21 AM
Bob. Thanks for the chucks! <G> I had better watch what I write. Glenn Zephyr.
#131975From: Darren GasserOct 29, 1994 3:57 AM
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
#131158From: Yost GroupOct 25, 1994 10:29 AM
I'm glad you noticed it. I (likewise) am extremely impressed with it! – G