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000442_owner-lightwav…mail.webcom.com_Tue Aug 22 17:01:54 1995.msg
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Date: Tue, 22 Aug 1995 18:52:34 -0500 (CDT)
From: Mario Cascio <cascio@it.uwp.edu>
Subject: Re: Bone Problem...
To: Adam Ives Chrystie <adamchry@cats.ucsc.edu>
Cc: topher@fox.nstn.ca, lightwave@mail.webcom.com
In-Reply-To: <199508222337.QAA24839@cats.ucsc.edu>
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On Tue, 22 Aug 1995, Adam Ives Chrystie wrote:
> At 03:44 PM 8/22/95 -0700, topher@fox.nstn.ca wrote:
> >
> >Does a BONE have influence along its entire length?
> >
> >I have created a Poncho (yes, clothing) and when my man bends down, I have
> >to make the poncho move as if it is being pulled down by gravity (instead
> >of bending with the man as it is parented to it). I decided to use bones
> >for this, but when I put the bones on the object, the front ones pulled
> >the back part of the poncho in even though I had bones at the back. I
> >tried limiting the influence, but it still gets wildly distorted. If I
> >point the bones vertical instead of leaving them horizontal will this
> >help?
>
> I am not 100% sure..but from what i have notioced it does not matter at
> which angle your bone is rotated BEFORE you activate it. Only after you
> activate it will a change in rotation make a change on your object.
>
> It sounds as if you are using bones too do all the work..Why not use a
> combination of bone movement and key frames using a seperate poncho object??
> Just an idea.
>
> Adam
>
>
Why not make a target morph for the poncho. Should be easily created in
modeler. You could even make it look like the poncho is swinging a
little by morphing percentages between the original poncho and the
morphed one. Then add bones to curl the corners of the poncho for extra
realism. Just a thought.
Mario Cascio
ProMotion
--
Mario Cascio <cascio@it.uwp.edu> sent this message.
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