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000892_owner-lightwave-l _Fri Apr 28 20:27:18 1995.msg
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id PAA06182; Fri, 28 Apr 1995 15:22:07 -0700
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id PAA06054; Fri, 28 Apr 1995 15:21:30 -0700
From: mbutler@micron.net
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(Smail3.1.29.1 #2) id m0s4yKY-000QWiC; Fri, 28 Apr 95 16:16 MDT
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Date: Fri, 28 Apr 95 16:16 MDT
To: lightwave-l@netcom.com
Subject: Re: Bones
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<---- Begin Included Message ---->
Return-Path: <alexl@uhunix.uhcc.Hawaii.Edu>
Subject: Re: Bones
On Fri, 28 Apr 1995 mbutler@micron.net wrote:
>
> A problem with bones:
>
> Okay: A solid body, A solid head, and a hose-like cylinder for a neck. The
> hose-neck has a series of bones in it so that it can be bent. The neck is,
of
> course, parented to the body. The head is parented to the neck.
>
> BUT, when you bend the neck with with its bones, the head does not follow
the
> neck. The bones deform the neck object away from the head. The head will
> only move or rotate if you move or rotate the neck OBJECT.
>
> The ideal solution for this is to be able to parent the head object to the
> last bone of the neck. But I've not found a way to do this.
>
> The only solution I've found is to manually move the head, frame by frame,
to
> its proper position at the end of the neck.
>
> This is a big issue in character animation.
> And better ideas?
mbutler@micron.net > Mitch Butler
> Gourmet Communication
>
How about putting bones not only inside the neck but also inside the
head. In other words, you have series of bones from the head down to
the bottom of the neck. And we you bend the neck, the head should follow.
Alex Li
Informatics Management Center
University of Hawaii at Manoa > >
>
<---- End Included Message ---->
Alex---
There may be reasons that you want your head to be a separate object from your
neck. For example:
-Its a robot head that needs to spin 360 degrees
-If the neck needs to crane a great deal, the face on it would get
accidental distortion the more the bones move it.
-If everything is the same object, I'll be darned if I can keep one
limb's bones from interfering with other limbs.