Subject: Re: Bones!!!!!! Date: Wed, 18 May 94 16:22:26 EDT From: Mark Thompson <mark@westford.ccur.com> > I have not used Lightwave, but just talked to a user last week who > said that bones are assigned an area of influence, which is much less > specific than imagine's subgroup-to-bone assignment method. This is one of the drawbacks of the current LW bones implementations. If you have an object that has an arm hanging down at its side, moving a bone that is placed in the arm will create a drag on the object's side as well (although the force is diminished over the distance from the bone). Currently, there are a few ways to combat this problem: model appendages pointing out from the character, use additional pinning bones near critical surfaces to prevent effects from other bone forces, or specify a distance for the offending bones beyond which they have no effect. For complex characters, you almost need a combination or hybrid of bones and deformation lattices (like in Caligari). %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' Mark Thompson CONCURRENT COMPUTER % % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics % % ' Image ` ...!uunet!masscomp!mark Hardware Architect % % Productions (508)392-2480 (603)424-1829 & General Nuisance % % % ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -=> RETURN TO CONTENTS!<=-