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000397_owner-lightwave-l _Mon Oct 24 10:31:51 1994.msg
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Date: Mon, 24 Oct 94 11:03:44 EDT
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From: "Paul Davies" <capitol!davies@uunet.uu.net>
To: capitol!uunet!netcom.com!lightwave-l@uunet.uu.net
Subject: Re: Bones
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Reply-To: lightwave-l@netcom.com
> Im after some help with Bones & Morphing with objects such as a hand. I
> cant seem to get a
> finger to make a natural looking curve when closing the hand into a fist or
> beckonning with
> an index finger , the only way I can possibly think to do it would be to
> create morph objects
> every 15 degrees but this seems like possibly the long way round , any help
> would be appreciated.
Hey Brett,
One thing that has helped me in my never ending battle to master bones is
avoiding the urge to place bones in a true anatomical fashion. What I mean by
this is that bones effect the points in an object. The closer a bone is to a
point the more influence that bone will have over that point. The greater the
number of points and bones in an object the more important this relationship
becomes. In real life animals have skin covering muscle covering bone. In
LightWave you just have hollow polygonal shells therefore placing a bone inside
of an object does not give optimum control. Placing bones around or close to the
object's surface often gives much more predictable results. If you still wish to
use anatomical bone positions - often helpful when animating bone hierarchies
for animals and such - simply give each major bone a bunch of child bones which
encompass the area you want that primary bone to control.
Good Luck,
paul d
Paul Davies
Artist/Animator
CapDisc
davies@capitol.com or uunet!capitol!davies