Subject: RE BONES: Date: Tue, 3 May 94 10:49:10 PDT From: 03-May-1994 1238 <leimberger@marbls.enet.dec.com> Ed Totman replies, > If you need to flex the wings or body, you'll have to add axes to use >as bones, then name groups of faces associated with each bone, and >finally assign the face groups to the bones. Once this is done >correctly, all you have to do is move or rotate the bones and assign a >state name to each position. Imagine moves the skin as necessary. If you >tack the image to the wings it will flex properly with the skin. Actually there is no image. The markings on the wings are objects themselves. |---------| wing and markings grouped together |0 0 0 |---wing | 0 0 0---|-----marking |---------| > If a rigid wing and body will do, just use what you've got in the cycle >editor. Well I thought of breaking the wings(bothe one object) into two and flapping them in the cycle editor but was hoping bones would give a more natural movement. Thanks Ed. bill William G. Leimberger Nashua NH. Amiga 4000 4 meg 32bit, 8meg 16 bit, Two IDE drives, and a 200meg scsi. Using Gigamem with a 100meg drive // -=> RETURN TO CONTENTS!<=-