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1994-10-23
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Skeletal Morphing, Controlling the vertices.
In many cases the standard proximity-based skeletal morphing
techniques offered by the BONES IPAS set fail to provide the desired
effect. For example, in a human figure's hand, the bones in the middle
finger might be close enough to cause undesireable and unrealistic
looking movement in the vertices of the nearby ring and pointing fingers.
To avoid this sort of problem, BeND-AID lets you locally override the
standard vertex-bone connections that affect movement in a given area of
your mesh. Do this by specifying custom links between vertices and bones
and assigning to each link a specified weight. Any number of links
can be specified for a vertex or area of vertices; if you assign multiple
links, those with higher weight have greater influence over where the vertex
ends up.
It is also possible to use the standard proximity-based BONES algorithim
but to "turn off" the influence of some of the bones over areas of your mesh
(like the hand discussed above). This should allow complete control of the
morph target generation.
To use BEND-AID:
Begin in the 3D Editor and select the required vertices using the
select-vertex menu option. Press F12; select "BNDAID" from the PXP window.
Each option available in the Bend Aid dialog box is described following.
Operation: "Clear Attachments" or "Add Attachments"
Clear Attachments will clear all custom bone-mesh specifications you
have previously attached to your mesh object using Bend-Aid. Add
Attachments enables the Method Choices described below.
Selections: "Current", "A", "B" or "C"
This option lets you specify which Selection Set (see Autodesk 3D Studio
Release 3 Reference Manual, p. 4-6) of vertices will be linked during
this Bend-Aid pass. This feature lets you keep several working Selection
Sets of vertices that you can affect with Bend-Aid (without waiting for
the screen redraw before you bring up the Bend-Aid dialog box). Note that
Bend-Aid works with only a single skeleton and object mesh per pass; that
is, you can't make a Selection Set that contains vertices in multiple
objects like a school of fish and affect them all in a single Bend-Aid
pass.
Method: "Proximity", "Attach to Bone", "Ignore Bone", "# of bones" or
"Tension"
"Attach to Bone" will connect the selected vertices to the specified
bone using your specified Weight factor (described below).
"Proximity" is the default method used by BONES; however it allows you
to assign partial proximity and partial bone attachment. To do this, run
Bend-Aid twice: first selecting the Attach to Bone option to set a bone
assignment with, say, a 30% Weight for your Selection Set of vertices,
and on the next pass selecting the Proximity option with 70% Weight for
those vertices. In this case, vertices in the Selected area of your mesh
will be influenced 30% by the specific movement of their attached bone
and 70% according to the standard BONES proximity algorithm. This gives
you the freedom to tweak your animation until the movement looks most
natural.
"Ignore Bone" lets you indicate that a specific bone is to be ignored
when calculating proximities for your selected vertices. If you set the
Weight field value below to 100 or greater, the bone will be completely
ignored when animating your selected vertices. If you set the Weight
anywhere from 1-99, the bone's movement will be considered but it's
influence over the selected vertices is reduced by your Weight percentage.
"# of Bones" overrides the # of bones parameter of the BONES2 dialog
box for your selected vertices. This lets you set a different number of
bones to influence local areas of your mesh.
"Tension" overrides the tension parameter of the BONES2 dialog box for
your selected set of vertices. This lets you set a different Tension
amount to affect bending movements in a local area of your mesh.
Weight: Number. -999 to 9999
Set a Weight factor for the Method you selected above.
Negative Weight values for "Proximity" and "Attach to Bone" cause the
mesh to move opposite that which is expected. This can be used for
muscle bulge, and other such effects.
When a Weight greater than 100 is used with the "Ignore Bone" method,
it is treated as though it were exactly 100; similarly a value less
than 0 is treated as 0.
NOTE: The "# of bones" and "Tension" Methods described above are not
available as of this date. Keep an eye out for an incremental version release
including these options.
In addition, this version of the BEND-AID IPAS does not currently comply with
the Autodesk 'Appdata' specifications for IPAS routines. This means that, if
you run BEND-AID and on the same mesh object, run another IPAS which uses
the Appdata segment, one routine may stomp on the other's data. This will be
corrected in the incremental version release mentioned above.