#Animation: joints
9 messages in this thread
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
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
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
Gary – Any examples you can point to of Tom Knight's seamless joints? (No pun
here, you guys….)
DT
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
I think there are some rendered examples of Tom's libraries here no the forum.
John Tissavary (La Luna cie)
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
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.
Thanks I will take a look at their meshes.
Judy