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000027_owner-lightwave-l _Tue May 2 01:18:36 1995.msg
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Received: by mail4.netcom.com (8.6.12/Netcom)
id RAA24853; Mon, 1 May 1995 17:38:06 -0700
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id m0s661q-000KzJC; Mon, 1 May 95 17:41 PDT
Message-Id: <m0s661q-000KzJC@island.amtsgi.bc.ca>
Date: Mon, 1 May 95 17:41 PDT
From: dretch@IslandNet.com (Christopher Stewart)
To: lightwave-l@netcom.com
Subject: Re: Bones problem.
Sender: owner-lightwave-l@netcom.com
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In a message dated Sun, 30 Apr 95 09:40 mbutler@micron.net writes:
M> Maybe I'm not crazy. I've spent hours of work and sleepless nights trying
M> to make bones work properly for a character figure, and I've not been
M> able to do it without splitting the character into separate objects.
M> I'm not sure it can be done. Still, I'd be overwelmed with joy if someone
M> could tell me I'm wrong.
I've had limited sucess with an animated hand by putting multiple bones
in a segment I want to bend. (ie. three or four bones arrayed inside a finger's
segment instead of one). It, careful control of the limited range and the use
of null axis work in a rather limited fashion. If there's some great secret to
getting bones to work, I've yet to discover it. I tend to break up my object as
much as possible and assign bones to various pieces of it for a more (I hope)
"artistic" effect.
Christopher
-----------
"I wish there was a knob on the TV Christopher Stewart
to turn up the intelligence. PRIMORDIAL SOUP
There's a knob called `brightness', Graphics and Animation
but it doesn't work." -- Gallagher Dretch@IslandNet.com
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