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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 //


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