JohnArtbox Posted December 14, 2003 Posted December 14, 2003 Hi all I've been experimenting with the new bones and I thought I'd show the result. In the image I've boned the arm using a simple bicep forearm hand and fingers setup. There are no fan bones or smartskinning but I adjusted the falloff using the new bones. It took about 10 minutes to setup the arm, and most of the mistakes can be put down to a very simple mesh, and the need to experiment about more around the joints. The only addition I could think of was that in some circumstances it would be nice to be able to set separate x and y falloffs, as well as z. The workaround would be to parent in more bones to change the shape of the area of influence I guess. Lots more experimentation needed.... :D ciao Quote
Zaryin Posted December 14, 2003 Posted December 14, 2003 It loks like it's bending fairly nicely. Can't wait to get v11. Quote
animas3D Posted December 17, 2003 Posted December 17, 2003 Is what you mean by "new bones falloff" related to "weighted cps"? For a while I've been wanting to know what this is, after I've heard about it. I have the following few questions if anyone would be able to answer: 1. What are weighted cps? How are they used? 2. Are they a feature of Animation Master or a third party plug-in? 3. What version of Animation Master are they implemented in? Version 11? 4. Are they currently fully implemented? 5. How do weighted cps relate to or do away with fan bones and smartskin? 6. Is there any place that I can go to read or find out more about weighted cps? Any other information would be appreciated. Thank you in advance. Joe. Quote
JohnArtbox Posted December 17, 2003 Author Posted December 17, 2003 I'm not an expert but I'll give it my best shot. The bones falloff is related to weighted CP's. 1. Weighted cps allows control points to be controlled by more than one bone, creating a buffer region where the mesh can be controlled by several bones at once and smoothing out these joints. 2.built in 3.I can't remember when they were added. They're definitely in 10.5 and 11. 4. They're implemented, fully is a loaded term. 5. They're another alternative. They work well under certain conditions. I would consider the model shown a success, and it certainly took less time than the other two options but I don't think weighted cp's replace these options. 6.your guess is as good as mine. With the attached image there are still a couple of small issues around the hips, but it works(and animates) quite well. Quote
animas3D Posted December 17, 2003 Posted December 17, 2003 Thanks, I really like your character. Look forward to see more. Would it be possible for you, or someone else briefly explain how one can set up a cp to be controlled by more than one bone? Joe Quote
JohnArtbox Posted December 19, 2003 Author Posted December 19, 2003 Ok, I've finished and I think this works pretty well. Better results probably need a more detailled mesh, which was not my aim at this time. You can download a mannequin with my settings in it from the link below. Merry Christmas Quote
JohnArtbox Posted December 19, 2003 Author Posted December 19, 2003 This is what the model looks like. It has the basic setup machine bones applied, but it hasn't been rigged. Joe you just type in bones falloff under the properties and then right click in the model window and select compute all cp weights. Quote
Mega Posted December 20, 2003 Posted December 20, 2003 Looks like Christmas has come early! :D Thanks, John! Quote
Admin Rodney Posted May 18, 2013 Admin Posted May 18, 2013 In contemplating the next A:M Extras I've been looking at some of the older models/characters/actors and almost all could use a little refinement. I suppose the real question is... how much refinement and in what direction should the models be pushed? Here is basically the same model as uploaded by John Henderson above but with two groups added to suggest skin and pants. Any thoughts on this character? What would be optimal to bring him forward into the modern age of A:M? The primary area that I would likely focus on in updating this particular character might be the hands. Maybe that and link him with a few default props, actions or poses to suggest a possible personality (a starting point to work from when users download the character). Perhaps folks can even suggest a name. HeavysetMan.mdl RunningPose.act Quote
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