Question: Sub-Skeletons in TS 7.5

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Question: Sub-Skeletons in TS 7.5 // Roundtable

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Post by Humdinger // Apr 2, 2007, 4:56am

Humdinger
Total Posts: 319
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This may be a meaningless question as the CA tools in TS 7.5 may address this in a different way.


But I was wondering about sub-skeletal rigs in TS 7.5.


Is it possible to create a basic Biped rig and then later add sub-skeletons for say hands or wings, and attach these to parts of the main rig…?


So that I might have a very basic biped rig, but also have a collections of 'hands' and what not that may have less fingers etc, and when ready… I can just add whatever sub-skeleton rig works best for the final character…?


Hope that made , as I have not seen this type of function addressed directly in any of the Captain's Blog posts .

Post by nowherebrain // Apr 2, 2007, 1:53pm

nowherebrain
Total Posts: 1062
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I was wondering the same thing, basically could you attach say the joint of the shoulder to the joint of the base of the neck(on a biped) or link joints/bones to the controllers...hate to say it but sorta like in MAX. ?

Post by Burnart // Apr 3, 2007, 12:52pm

Burnart
Total Posts: 839
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Good questions. I was also wondering about whether there was an easy way of recording and saving specific poses for future use with that character/skeleton - not to mention pose joint sliders like in CKs Jointmaster plugin - sometimes just grabbing a limb and dragging on it just doesn't cut the mustard.


So is someone out there in Caligari land going to tease us a little with some of the new tools options?

Post by TomG // Apr 3, 2007, 3:01pm

TomG
Total Posts: 3397
Hi all,


Some quick comments, though not on all issues at the moment!


There will be direct access to joints and their settings via info panels for numerically setting values. You can also use Forward Kinematics by using the 3D widgets to bend joints. So there will be plenty of tweaking, adjusting, and precision settings methods to pose your character.


For any given skeleton, it would be possible to build an LE interface of your choosing I would say, so if you wanted sliders for specific things, then they could be created.


More info to follow in time of course!


HTH!

Tom

Post by Methusela // Apr 4, 2007, 12:38am

Methusela
Total Posts: 414
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Also morph targets. I haven't seen any details on facial animation possibilities, and this is something that's extremely important to me. Can you give any info or must I be doomed to wait? :D

Post by nowherebrain // Apr 5, 2007, 5:04am

nowherebrain
Total Posts: 1062
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Hi all,


Some quick comments, though not on all issues at the moment!


There will be direct access to joints and their settings via info panels for numerically setting values. You can also use Forward Kinematics by using the 3D widgets to bend joints. So there will be plenty of tweaking, adjusting, and precision settings methods to pose your character.


For any given skeleton, it would be possible to build an LE interface of your choosing I would say, so if you wanted sliders for specific things, then they could be created.


More info to follow in time of course!


HTH!

Tom

Thanks for the update, but that did not really answer our questions...besides, when I'm working on "art" I ditch the LE entirely..in my opinion it's not for me, it's for the other guy. I know a little "c", but the LE doesn't resemble "c" to me...I don't know python either, if you could recomend a tutorial(I'm sure it's not as difficult as "c")I could get crackin'...so to speak.
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