View Full Version : just a few bones Q's
Hi there softy people,
I have a few small bones questions for anyone who has a few spare minutes....
Firstly, soft's bones seem pretty different from max and maya in that when you create them they automaticly have an IK goal and root node attatched..... Is there any way to create a sequence of bones, then attach the ik later?
Secondly, how can you edit the bones positions after they have been created. I created this leg setup and then noticed the knee was too high but I wasn't sure how to tweak it down... Pivot mode didn't seem to do it....
Thanks - pete
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springgreenhair
04-16-2003, 08:34 AM
i don't know, if you can turn the automatic attachement of root and eff off, but i don't think so...but this is no problem, i'd say...cause you can attach new bones one the end, and the eff will be on the new end
you can scale, rotate and translate each bone(surely it affects the other connected bones, but when you play around a bit, you get what you want quite easy)
vmpre
04-16-2003, 03:15 PM
You can also use Animate>Create>Skeleton>Move Joint/Branch
This will allow you to reposition your bones.
Be warned, you can not undo the move and it is not totally interactive.
The new features list for 3.5 actually lists that the Move Joint/Branch is now interactive.
HTH
Vmpre
Thanks:)
I see what you mean about it not being interactive but it's not bad.
but how do you go about attaching other bones to the chain, do you have to create them and then parent them?
vmpre
04-17-2003, 03:25 AM
Yep.
Just draw them out and then parent or constrain them as you wish.
Vmpre
I created a second chain but when i parent it to the original chain it keeps it's own root and goal...
Thats ok, but the way "springgreenhair" described it ( you can attach new bones one the end, and the eff will be on the new end ) it sounded like the bones would be included it the original chain.. That just makes me think that I may still be doing something wrong
:hmm:
springgreenhair
04-17-2003, 02:32 PM
Originally posted by Sfinktinator
I created a second chain but when i parent it to the original chain it keeps it's own root and goal...
Thats ok, but the way "springgreenhair" described it ( ) it sounded like the bones would be included it the original chain.. That just makes me think that I may still be doing something wrong
:hmm:
ok....i describe it a bit different, or at least try to
when you select a chain, and choose skeleton -> add bone to chain, you can attach bones to the chain, and they will be part of the chain...also the eff will move to the last bone
if you create a new chain, you can't merge it to another chain, you just can make another one's eff or root, or bone parenting the chain
i hope, i described it not too missunterstandable
aahhh, wicked :beer:
thanks man, I should have known to look there!
3DRtist
09-07-2004, 01:34 AM
So I am doing the tutorial on buidling the skeleton for XSI 3.0 On page 6 it says this:
"Using either the explorer (drag the child onto the parent node) or the Parent button on the Constrain panel, create the following hierarchies".
So the first node I select will be the child node and then by dragging the first to the 2nd, the 2nd is the parent?
Also where is the contrain panel that is mentioned?
bravmm
09-07-2004, 03:30 PM
Have a good long look at the Interface ;)
The Parent button is at the bottum right of the GUI/MCP. or use the / shortcut.
Parenting by clicking will depend on the mousebuttons. Read the LMB thingies on the bottom of the screen.
"Using either the explorer (drag the child onto the parent node) or the Parent button on the Constrain panel, create the following hierarchies"..
It says it already. Dragging something on top of another will create a hierarchy, the dropped one being the child node.
cheers,
rob
3DRtist
09-11-2004, 10:41 PM
Thanks for your help. I like the drag and drop better in the explorer, it's quick and easy.
So I have few more bone questions:
I'm following the same tutorial (On page 8 of the pdf file), it refers to a scene file that already has a character and some bones that are hidden which are "Hips control" and "chest control" The picture of the chest: is a U shaped bone (looks a little like a rib cage), and the hips: a box extuded on two side to form a V shape. ***Edit: It does say you can go to Netview XSI Local > Libary > MIsc.
Can I get by without these bones? I know that I can create a spline and use a box or circle to create motion for the waist. I'd prefer to make the bones from scratch and learn more that way.
Later on I'm going to use the built in Biped skeleton to help pose my models for my portfoilo.
But, its nice to be able to make a custom skeleton for some characters. My last question, in the pre-made Bi-ped there is a box between each bone, are these volume controls? Is there purpose to control a greater amount of mass (polys) vs just selecting the bones? Should I not even bother with them, being that I just creating posses and not animating?
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