DrM
12-14-2001, 03:05 AM
The ball joints connected to the chest and torso are one of the
hardest of parts to deform in the body with a solid mesh.....aside from the
face...and the hands...and the....well any ways......
back to the limbs connected to the chest or torso....
One of the THINGS is that a weight map that is made to
deform when the limb rotate forward and backward may not deform
properly when the limb is rotated up and down. The idea that I'm
proposing is just that ....an "IDEA" and could be a big ass setup
but I'm just testing the waters.
For every joint you would use three bones ....one bone for each rotation.
Lets say we are working on the shoulder. The the bank bones pivot is in
the middle of the arm. Because if you twist"or Bank" YOUR arm you will see
that it dose not deform in the joint but half way down the your arm as the
skin twist's around YOUR bones.
Splitting up the heading and pitch into two separate bone is the
point that you can assigned to two different weight maps to the motion of the
arm. That is.... one for the front and back of the shoulder to be moved by the
heading bone. The second one for the top of the shoulder and the pit of the arm
to be moved by the pitch bone.
If i get this idea working and if people are interested to see
this developed..I may write and post some thing up on LWHUB
on this idea and how to maybe take it to the next level.
Here or some pix to help explain it ..
Bone ROTATION setup
http://www.newtek.com/discus/messages/2/13875.jpg
Bone WEIGHTMAP setup
http://www.newtek.com/discus/messages/2/13876.jpg
Thanks for you time to look at my idea
and any feedback would be great
Dylan drm3d@hotmail.com
hardest of parts to deform in the body with a solid mesh.....aside from the
face...and the hands...and the....well any ways......
back to the limbs connected to the chest or torso....
One of the THINGS is that a weight map that is made to
deform when the limb rotate forward and backward may not deform
properly when the limb is rotated up and down. The idea that I'm
proposing is just that ....an "IDEA" and could be a big ass setup
but I'm just testing the waters.
For every joint you would use three bones ....one bone for each rotation.
Lets say we are working on the shoulder. The the bank bones pivot is in
the middle of the arm. Because if you twist"or Bank" YOUR arm you will see
that it dose not deform in the joint but half way down the your arm as the
skin twist's around YOUR bones.
Splitting up the heading and pitch into two separate bone is the
point that you can assigned to two different weight maps to the motion of the
arm. That is.... one for the front and back of the shoulder to be moved by the
heading bone. The second one for the top of the shoulder and the pit of the arm
to be moved by the pitch bone.
If i get this idea working and if people are interested to see
this developed..I may write and post some thing up on LWHUB
on this idea and how to maybe take it to the next level.
Here or some pix to help explain it ..
Bone ROTATION setup
http://www.newtek.com/discus/messages/2/13875.jpg
Bone WEIGHTMAP setup
http://www.newtek.com/discus/messages/2/13876.jpg
Thanks for you time to look at my idea
and any feedback would be great
Dylan drm3d@hotmail.com
