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000219_owner-lightwave@webcom.com_Thu Jun 15 05:34:45 1995.msg
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1995-07-04
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(1.37.109.11/16.2) id AA044369908; Thu, 15 Jun 1995 08:38:28 -0400
Date: Thu, 15 Jun 1995 08:38:28 -0400
From: PalaBart@aol.com
Message-Id: <950615083825_95350238@aol.com>
To: neil@rhythm.com, lightwave@webcom.com
Subject: Re: What Bones need ...
Sender: owner-lightwave@webcom.com
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On June 15 Neil Richmond wrote:
>What bones need is some graphical representation of the volume of
>influence.
I know this is not what you really want, but try it and see if it's an
acceptable "workaround" to find out a bone's influence range.
Make a plane big enough to contain your bone(s), subdivide into a few hundred
triangles. This number is usually sufficient to observe the bone's influence.
Duplicate and put 2-4 of these planes in a stack far enough apart to occupy
the volume of your object. Save as "bone tester". Replace your object with
bone tester in your scene. Activate all bones then rotate each bone on it's
long axis, or move it as you like. Observe the way the various planes are
distorted in layout. Adjust the volume occupied by the planes as needed to
see all effects.
You can do this along any axis and get a pretty good idea of what each bone
will do. If you stick to 2-3 planes you can put them along 2-3 axies at
once, and easily see the result.
+++WARNING WARNING WARNING+++
+++++Crass commercial follows+++++
My company produces a series of instructional tapes designed to get you from
ground zero to some pretty sophisticated modeling and animating techniques.
You also get phone support from me on any LW question you may have.
Tapes available:
Flying Logos: From Print to Video. Creating a client's LOGO from letterhead
or bizcard, extruding, beveling, surfacing, reflection maps. Using the null
object to control animation. This is the tape to start with!
Bones and Organic Motion: Walking Logos, Swimming Sharks, Swaying Trees.
Bone heirarchies.
Constructing models properly for bones.
Displacement and Bump Mapping: Pools, Water, Landscapes, Flapping Flags,
Bursting Walls.
Modeling and Animating Machines: Gears, Bearings, Cams, Rocker Arms.
Building a Back Hoe (or any object) from Photos. Animating Machines
Modeling with Metaform: Controlling the metaform process, building objects
that will metaform properly, avoiding the "blobs". Curves, angles, creases.
Projects: Streamlined side view auto mirror, Cartoon dog, 4WD vehicle body.
Prices:
39.95 ea
2 for 69.95 save almost $10
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4 for 129.95 save almost $30
5 for 149.95 like getting one tape free!
Call
1-800-442-9660
MC/Visa accepted
Dark Horse Productions
2786 Wassergass Rd.
Hellertown, PA 18055
Bart Palamaro
palabart@aol.com
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