Nebula-SNS opened this issue on Jun 30, 2001 ยท 7 posts
Nebula-SNS posted Sat, 30 June 2001 at 5:03 PM
Nebula-SNS posted Sat, 30 June 2001 at 9:11 PM
Corrections - The problem of constraints disapperring seems to be gone. Perhaps I didnt see it right, or perhaps this problem goes away after losing the file and opening later. Also, I failed to note that the model is fully articulated. All the joints may be moved and it will look fairly seamless, about as seamless as you can get short of boning systems. Nebula Supernova Studios
Julian_Boolean posted Sat, 30 June 2001 at 11:34 PM
Wow - that looks great, especially the feet and legs. All of the parts are well proportioned to one another. I'd like to see the hands from a different angle, too. I've done cartoon-style characters in the metaballs modeler in RDS 5.5, but was never able to get the hands quite right. All of your observations about IK and linked objects are true. Unless they've made changes since RDS, you'll find even more trouble if you try to scale the completed figure (the poor guy will look like he stepped on a land mine). You'll be better off building your scene around the figure rather than re-scaling your figure. If anyone has a way around the hotpoint/scaling/linking/unlinking mess please post it. Great work Nebula! JB
Nebula-SNS posted Sun, 01 July 2001 at 3:27 PM
litst posted Sun, 01 July 2001 at 9:13 PM
You're very good at this, Nebula ! 8) Modelling in Metaballs is so painful to me ... Well done ! Since he is articulated, maybe you'll make an animation with him ? I'd love to see that :) FYI, i remember Antoine saying on Yahoo groups that bug reports can be directly addressed to charles@eovia.com . Also, there is a section on Eovia's site where we can report bugs . litst
Nebula-SNS posted Mon, 02 July 2001 at 6:42 PM
Yes, an animation is very defenitely on the way. That's the main reason I made this - Normally I'd use Poser, but Poser can't do anything beyond the character - no special effects, explosions, that sort of thing (-: , and Poser chars arent animatable in C. I figured out something else on IK - if you want multiple indepent IK chains in one chain, (i.e. hands move arms but not chest, feet move legs not body) you need to make what I call a null target - make an invisible object, and make it the parent of the last object in the chain, and do not constrain it. Since it isnt constrained it will stop the movement at that point as it does not know how to interpret how to continue the movement. I used null targets for each finger (so they dont affect the hand) and after shoulders (so they don't move the body). Hopefully someone can benefit from that. If thats confusing Ill try to explain it better later. Nebula Supernova Sudios
litst posted Tue, 03 July 2001 at 2:38 PM
Thanks for your useful trick, Nebula . Keep us updated with your anim ! litst