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Amiga Plus 1995 #5 & #6
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000905_owner-lightwave-l _Sat Apr 29 04:32:48 1995.msg
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From: justin.barrett@tenforwd.bbs.net (Justin Barrett)
Subject: Re: Bones
Date: Sat, 29 Apr 1995 04:07:00 GMT
Message-Id: <9504290051353462@tenforwd.bbs.net>
Organization: Ten Forward BBS
To: lightwave-l@netcom.com
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Mb> The hose-neck has a series of bones in it so that it can be bent. The
Mb> neck is, of course, parented to the body. The head is parented to the
Mb> neck.
Mb> BUT, when you bend the neck with with its bones, the head does not
Mb> follow the neck. The bones deform the neck object away from the head.
Mb> The head will only move or rotate if you move or rotate the neck OBJECT.
Mb> The ideal solution for this is to be able to parent the head object to
Mb> the last bone of the neck. But I've not found a way to do this.
How about putting a single bone for the head, and parent that bone to the
top bone in the neck? It may not be possible to parent bones across
different objects, I don't know...I've not tried it, I'm just throwing out
ideas (the LW I use is at school, and I'm at home now...thus the guessing
game...).
What you *need* is inverse kinematics, really. Parenting is based on
object positions...the child object is in a position relative to its
parent object's pivot point. Bones may tweak the geometry of an object,
but they don't move the pivot point, hence the neck bends but the head
stays still.
I wish I could help more! Good luck! Justin
... The score so far: Deep Space 9 - Babylon 5 - Earth 2.
* Q-Blue 1.0 *