CompuServe Thread

#Animation: joints

9 messages in this thread
#70209From: Judy WellerDec 7, 1993 4:41 PM
If I want to animate a person or an animal, how do you set up the "joints" so that when they are bent/moved/positioned etc. that they are covered by some sort of material. I realize that each "movable" part has to be made separately, but how do you "cover them with material" that flexes as you move the joint? Thanks Judy
#70233From: David TaffetDec 7, 1993 6:39 PM
Judy – It can't be done. You have to make the mesh one object (can't even smooth over separate elements within one object) and then bend it around into your desired positions (using copies of the original) and then morph between them in the keyframer. That's where all the discussions of inverse kinematice and stuff comes from. 3DS is not so friendly for character animation. It will be eventually, maybe due to IPAS routines, but right now it's grunt work, pure and (not) simple. David Taffet
#70240From: Yost GroupDec 7, 1993 7:15 PM
Although you can't do skeltal skinning without special IPAS routines in 3DS (ie, tuber), you _can_ make joint objects that fit in between the limbs very precisely. This is what Tom Knight has done with his 3D characters that he's designed. The joints are almost seamless. – G
#70408From: David TaffetDec 8, 1993 7:07 PM
Gary – Any examples you can point to of Tom Knight's seamless joints? (No pun here, you guys….) DT
#70450From: Yost GroupDec 8, 1993 10:47 PM
I think Tom's number at Wizard is 408/395/5211. I'm sure he'd be happy to sell you one of his model collections. (there may be rendered images of his stuff here on the forum somewhere as well) – G
#70477From: John TissavaryDec 8, 1993 11:30 PM
I think there are some rendered examples of Tom's libraries here no the forum. John Tissavary (La Luna cie)
#70284From: John TissavaryDec 8, 1993 1:15 AM
One way is to go out and spend $100k on a Wavefront, etc./SGI setup. It can't be done as you describe in 3DS. You'd have to either create very tight (perfectly matched seams) joints, or use morph objects, where each object would represent a key frame. This is how keyframing inthe the much heralded dino.flc and shark.flc on the r3 cd-rom was done. jt
#70515From: Carl FinchDec 9, 1993 4:15 AM
You might want to take a look at some of the meshes on the R3 CD-ROM by Tom and Helene Knight. They have managed to create jointed characters whose joints are so carefully crafted as to be hardly visible. Thus when a knee bends (pivots), the seam between the thigh and calf sections hardly "show." They have 3 jointed models (with keyframes) on the CD-ROM (in directory \geometry\vendors\iworks) and 2 "static" ones. The static ones show the detail and economy their modeling and the (much simplified) jointed ones illustrate animating a character. The ones they SELL, of course, are both detailed AND jointed. They are Imagination Works, and can be reached at (408) 354-5067.
#71147From: Judy WellerDec 13, 1993 8:49 AM
Thanks I will take a look at their meshes. Judy