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EnigmA AMIGA RUN 29 (1998)(G.R. Edizioni)(IT)[!][issue 1998-07 & 08].iso
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Bone_tip
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1998-04-13
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Date: Mon, 6 Apr 1998 12:30:39 +0200
From: Stephane Van Israel <sky69975@SKYNET.BE>
Subject: [IML] IFW:(bonish) tip of the day
Hi,
I've discovered a very nice feature of states the other day (and I think
it is not in the manual), did you know that you can set to states on
subgroup level ?
Here's an example, suppose you create states of a man walking, states that
are named WALK1, WALK2, WALK3 and WALK4.
If you want to have the man laughing on WALK3, all you have to do is....
Modify the mesh of the head to simulate the laugh.
Create a state called LAUGH.
Set the object to the state called WALK3.
Select the head subgroup and set just the head to the state called LAUGH,
you should a have a body with the WALK3 state and the head with the LAUGH
state, create a new state and....voila !
I've found that really useful when animating a walking dinosaur, I created
several different expressions (angry, very angry, hungry, very hungry, not
happy and in a very bad mood), and put those heads on a running
cycle...don't get in his way !
With that and the possibility to create tweens between different states
(try a 200 % tween, very nice when you want to anticipate or exaggerate a
movement), you can really create several dozens of expressions from 4 or 5
different basic one.
I hope that it helps someone.
The dino is at : http://www.3dillusion.com/~inumerik/TEMP2.html
----------------------------------
Date: Mon, 6 Apr 1998 11:30:58 +0400
From: Charles Blaquiere <blaq@INTERLOG.COM>
Great tip Stéphane, especially that tidbit about Tweening to another
state using large values like 200% to create overshoot and exaggeration.
I hadn't thought of that.
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Date: Sun, 12 Apr 1998 16:26:54 EDT
From: PowerRoy <PowerRoy@AOL.COM>
Thought I'd pass on a little trick I figured out lately. Some of you "old
timers" are probably already familiar with this, but I've never seen it
mentioned in any of the BONES tutorials that I've tried, and I "discovered" it
through my own efforts.
This has been prompted by a recent comment from Stephane Van Israel
<< for now my object is complicated enough, I've got to wait for 1 min. for
the screen to redraw when I go from one frame to another !!!!>>
When you set up the bones in the model, it is possible to select each bone
axis, and then "scale" it so that its bounding box approximates the size and
shape of the limb that the bone controls. In the instance of, say, an elbow
select the elbow axis, choose SCALE, and then adjust the x,y, and z amounts so
that the bounding box approximates the size and shape of the forearm. (When
you scale in the Z direction, you'll note that the box scales asymmetrically
AWAY or TOWARD the axis, and not symmetrically in both directions, like with a
normal object axis). Using this technique, you can define all the bones so
that their bounding boxes give you a fair approximation of the model as a
whole. Then select the model, choose quick edges, and select "bounding box".
Now, in detail, your model looks like a bunch of boxes defining the shape of
all the limbs. If you set your Perspective View to EDIT, your screen will re-
draw like lightning, and save you a bunch of time waiting for the view to
update. This works great when creating various poses, or states, of a boned
character.
But the coolest part of this trick is this when you are working with the
model in the Stage, you can set your stage view to "Quick Stage", which causes
all objects to be displayed as bounding boxes. Now, when you go from one frame
to another, your view will update almost immediately, instead of taking a
minute or more to go to any particular frame. It saves a ton of time, if you
don't really need all the detail of a wireframe preview.
I used this technique extensively in a recent animation (my first of a boned
character). You can be the judge as to whether it works or not, if you want to
take a look
http://members.aol.com/PowerRoy/3Dindex.htm
The animation is called "Santa's Gold" (Santa has about 80 bones, about 30,000
faces, and is about 8MB in file size).
(Man, am I ever anxious to see the I-Files!!)
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