CompuServe Thread

#Dem Bones!

8 messages in this thread
#135577From: Gregory G. GammillNov 13, 1994 12:19 AM
Thanks for the reply, but perhaps, I was not clear with the problem I am having. The morph objects are definitely there, I can see them, and (of course) they are listed in the object list. The trouble is with Step 3 (BONES3). I am assuming (please tell me if I am wrong) that when I run the 3rd program, the morph objects will automatically be assigned to their respective frames. This does not happen. Please let me know if I am expecting too much, or if I just missed a step somewhere. As far as I can tell, I have followed your docs to the letter. Greg.
#135756From: Darren GasserNov 14, 1994 2:06 AM
Hi, From everything you are saying, you are doing it correctly. Have you checked the track info for the original mesh? There should be a dot on the Morph line for each keyframe for the original mesh to which you applied Bones. However, all the morph targets will be visible from frame 1 throughout the animation (in both the Keyframer and 3D Editor). Have you tried making a preview? (Be sure to hide the morph targets before you preview or render). I would be happy to look at the project file if you want to send it along. No one else has reported a problem such as this. Joe
#135889From: SCOTTNov 14, 1994 3:08 PM
Joseph, I missed the first of this thread but it sounds like you didn't pick the correct base bone in the skeletal hiearchy. By not picking the correct base, I have had no morph objects and incorrect placement if the ones I did receive in the key framer. Scott, Tennessee Production Center, Inc.
#136048From: Gregory G. GammillNov 14, 1994 10:34 PM
I appreciate your input, but I am assigning bones1 to the "mother of all bones" as David puts it. Thanks anyway. Greg.
#136132From: SCOTTNov 15, 1994 8:22 AM
>>I appreciate your input<< Maybe next time! If you want to send me your project I'll test it for you. Scott Lunsford, Tennessee Production Center, Inc.
#136047From: Gregory G. GammillNov 14, 1994 10:33 PM
Hello, and thanks again for the reply. The track info shows next to nothing for all objects, except their original position. No morphing, positioning, nada. Now, let me see if this helps. When I create a "boned" file, what I have to do (I am only assuming here) that I have to have a key for each bone object for each frame for it to create the respectible morph objects. In other words, this means going into the key info and manually creating keys (on a 30 framer, it's quite tedious). Otherwise, If I only position my skeleton 3 times, I get 3 morph objects for the frames that are keyed. Then, after I run bones3 (and get presumably no results) I go into track info and hide/unhide all 30 objects (one by friggin one) throughout the animation. Somehow I don't believe this is what you had intended for everyone, and I must be doing something wrong. If you see error in this method (I'm sure you're scratching your head by now, wondering how someone can put himself through that) please let me know. If not, I'll be happy to create a smaller project for you to look at (everything I've made so far has been kinda big). I hope you can shed some light on this for me. As I've stated, I haven't had to much experience with running IPASs (well ok, none) so I'm sure I'm doing something wrong.
#136371From: Darren GasserNov 16, 1994 3:04 AM
Hi, I don't think morphing works the way you are expecting. Let me describe what you should expect: Let us assume that you are boning (sic) an object named "ABC". Further, let us assume that you have run bones 1 & 2, and that bones2 created three morph targets intended for frames 10, 20 & 30. At this time if you look at Track Info for ABC you will see nothing of note. Specifically, you not see dots on the morph line. Now, if you run bones3, and look at the Track Info for "ABC" you will see dots on the morph line for frames 0, 10, 20 & 30. If you further look at Key Info for these dots they will have the values of the morph targets. (Lets say "XYZ001", "XYZ002" and "XYZ003".) This indicates that "ABC" will actually change shape until at the appropriate frames it takes the shape of the other objects. You will have to hide the morph targets. (Display/Hide/By Name I suggest, not in the Track info. They should be hidden all the time. They only exist to support the shape change of the "ABC" mesh.) In summary, run all bones. Hide the morph targets. Render the original mesh and watch it bend to match the other shapes through the course of the animations. Definitely do NOT do all that work in the Track Info box. Try this out, and drop me a note about how it works. (Or if I have not been clear enough.) Good luck with it. Joe
#136972From: Gregory G. GammillNov 18, 1994 10:38 PM
Hello again… I shall try what you have explained. I knew I was making this more work than I should. I do know how morphing works, I had just thought that bones would be making actual morph targets for each frame, not just the ones that were key framed. As I had said before, I haven't worked with IPAS routines at all, and wasn't really sure of what to expect. I think the main thing that threw me off was in your docs, you stated that one should be able to see the animation by running through the frames in the keyframer. Granted, it's been awhile since I just ran bones with only 2 or three morph targets, but I don't remember getting this action. Of course, I didn't do the hiding or anything then either. I'll give it a go, and let you know what happens. Hopefully I can get it to work, it'll make my christmas. Hopefully it'll make yours, too. You get a little christmas bonus! Thanks again. Greg.