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View Full Version : A couple of newbie questions


madDave
11-29-2004, 06:36 AM
1) I have a cartoon type character that has a large belly and chubby arms, and I have rigged a ribcage and a belly control out of bones. When I amimate the ribcage bones pull on the arm. Is it better to try to add more bones or to use a MetaEffector? If I'm using bones I feel like, to get the sharacter to deform the way I want I'll have a bone for ever vertice, in which case it would be easier to just morph the whole thing.

2) When (and if) I add the MetaEffector, if I add a second effector do I have to add the mesh to the weight drawing list again, or leave it as is. In other words, am I comletey adding another effector from scratch or is it already there and I can add it on to the first?

3) When I'm in weighted line mode it seems to only show the weight for the selected bone (or effector) that is highlited at the time and doesn't change to reflect a new selection. Is this how it's supposed to be or am I doing something wrong? I'd like to change it so I can see the weight of the selection so I know what and where I need to change things.

madDave
11-29-2004, 06:46 AM
Oops, one more; I've read the talk about how great it would be if the transform handle were changed to a gimbal lock and agree wholeheartedly, but I have a question about how to use the existing- when I choose an X, Y, or Z transform axis I seem to be stuck there when I choose the middle M until I choose another axis, in which case I am stuck with the new one. I want to be able to grab the M and move it in the axis of the view plane.


I also don't understand the coordinate system and couldn't find it anywhere, although I am sure it exists, if someone could enlighten me I would greatly apprecite it. This is the same for all of my questions; I'm sure the answers are there I just couldn't find them and refferals to where I could start looking are just as good as instruction as to what to do.

Thanks.

secretalienlab
11-29-2004, 07:08 AM
newbie yoo but..

to move in screen coordinates thereīs a few button on the lower left of the world view..
my current workaround for rotations is to use the spinner, also on the lower left. Itīs the only way I found to animate channels independently..

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