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000238_davewarner@server.vircom.com_Sun Dec 11 21:28:11 PST 1994.msg
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Article: 491 of comp.graphics.packages.lightwave
Xref: netcom.com comp.graphics.packages.lightwave:491
Path: netcom.com!netcomsv!digdug.pencom.com!uunet!gatech!howland.reston.ans.net!news.sprintlink.net!unix.globalone.net!server!davewarner
From: davewarner@server.vircom.com ()
Newsgroups: comp.graphics.packages.lightwave
Subject: Re: Stupid stuff in LWPro
Date: 9 Dec 1994 11:52:29 GMT
Organization: GlobalOne
Lines: 76
Message-ID: <3c9gdt$409@unix.globalone.net>
References: <3b6ik9$7ad@freenet3.scri.fsu.edu> <3bgj0v$1b4$1@mhadg.production.compuserve.com> <nvukovlj.786512536@extro> <3bssoa$iid@sphinx.Gsu.EDU> <D0I9Bx.G6w@westford.ccur.com>
NNTP-Posting-Host: server.globalone.net
X-Newsreader: TIN [version 1.2 PL2]
Mark Thompson (mark@westford.ccur.com) wrote:
: Well, as one of the writers, I'm always interested to hear what the readers
: want to read about. So if there are topics people would like to see covered,
: let me know.
LW coverage I'd like to see...
How about some tips on getting good results with using Bones to do Character
Animation? I've resorted to modeling all of my characters' limbs seperately
and parenting them to a body/head object and then using Bones to provide
movement of each limb with affecting other parts of the character. This
method gives more predictable results with less Bone distortion, but my
characters end up with that "mannequin" look.
Some tips on improved landscaping would be nice...any tricks you guys have
come up with for doing nice skies/sunsets/sunrises...any ways to get nice
looking landscapes for outdoor scenes.
I'd also love to know if anyone has come up with some ways to move parented
objects with Bones and then unparent the objects at a particular frame. An
example of what I would like to do is to have a character holding a parented
ball in his hand and then throw the ball. The way things work now, if I try
to parent the ball to the character(or to the character's hand) and then use
Bones to animate the arm, the ball is not affected by the Bones. I've been
able to get around this by using two versions of the character's arm, one
with the ball large enough to see, as part of the hand, and another with the
ball hidden inside the hand. I then use Bones to animate the arm with the
ball visible and at the point where I want the ball to be thrown, I morph to
the arm with the hidden ball and have another ball object dissolve into the
scene where it should be.(on the hand) I then move the ball away on it's
appropriate trajectory. This works, but I'm hoping there is an easier way?
I've suggested to NewTek that perhaps by allowing objects and the Bones of
objects to be parented to the Bones of other objects, it would allow for
greater flexibility in character animations...also by allowing child objects
to be unparented at a particular key-frame, things like this example would
be a LOT easier to accomplish...I would just parent the ball to a Bone in
the character's hand, the ball would follow any movement the Bone makes and
then at a particular key-frame, unparent the ball from the Bone and send it
off on it's trajectory.
Unless you guys already have a better way of doing this? If you can't give
an answer here, then an in-depth article for VTU or LWPro would be very cool.
Keep up all the good work!
-David Warner
(davewarner@globalone.net)