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Text File  |  1994-12-25  |  1KB  |  25 lines

  1. Article: 686 of comp.graphics.packages.lightwave
  2. Xref: netcom.com comp.graphics.packages.lightwave:686
  3. Newsgroups: comp.graphics.packages.lightwave
  4. Path: netcom.com!shf
  5. From: shf@netcom.com (Stuart Ferguson)
  6. Subject: Re: "Basic" Inverse Kinematics?!?
  7. Message-ID: <shfD14o0x.50v@netcom.com>
  8. Organization: The Blue Planet
  9. References: <D0I4Gs.JxB@news.cis.umn.edu> <shfD0M37H.L8x@netcom.com> <3cef86$5r7@news.eecs.uic.edu> <shfD0vHsq.9MB@netcom.com> <3cqv9u$5aj@Mars.mcs.com>
  10. Date: Tue, 20 Dec 1994 21:07:44 GMT
  11. Lines: 11
  12.  
  13. +-- allosaur@MCS.COM (Samuel Crider) writes:
  14. | As far as character animation goes the big thing I am looking for is the
  15. | ability to select which polygons a bone will effect. Any encouraging words?
  16.  
  17. There will be some new bone options that can better isolate the 
  18. distortion effect, but selecting specific polygons is at least a
  19. release away.
  20. -- 
  21.     Stuart Ferguson        (shf@netcom.com)
  22.         "How do you compute that?  Where on the
  23.          graph do `must' and `cannot' meet?"
  24.  
  25.