sub skeletons

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sub skeletons // Roundtable

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Post by 3dfrog // Jun 27, 2007, 9:07am

3dfrog
Total Posts: 1225
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Hello


I am looking for a definite factual answer here. I need to know if the new truespace bones are capable of doing sub skeletons such as facial rigs that are attached to a body skeleton. There are other reasons I will need sub skeletons too. Also I need to know if there is a way to have a bone that is a child bone of a parent without it actually being attached to it. This is very necessary for me. Are these things that can be done through the link editor? If they are I will get the link editor tutorial and learn it. If these things are not possible I may need to return truespace. I need a bones system that is capable of doing advanced rigs. I hope I can get a quick answer on this as my time to return truespace is running out soon. I definitive answer from a caligari employee would be appreciated too. I am really hoping to use truespace for my projects so I hope these things are possible.

Post by TomG // Jun 27, 2007, 9:46am

TomG
Total Posts: 3397
There is no way to have sub skeletons set up in tS - currently all bones must be part of the same skeleton.


However, do please give more detail on what you want to achieve, as the solution could still exist. For instance, it would be possible to have bones to drive facial animation, though they would indeed have to be part of the same skeleton as the rest of the body.


With some more info on the scenario you are trying to create using the bones, we could perhaps advise on how to approach that with the tS toolset. Feel free to email about it, since time is short, it will make it easier for us to get you a fast reply :) (thomas@caligari.com)


HTH!

Tom

Post by Humdinger // Jun 28, 2007, 2:45am

Humdinger
Total Posts: 319
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Glad to see someone else sees this glaring problem/weakness.


Looking forward to what is proposed as a solution.


PS - Thomas when you put something together as a test...?


Please do not make a four bone face rig...try to make something realistic like 35-40 bones as a simple rig in my experienece does not expose potential workflow issues.


PSS - I am using a face as an example, could be a wing, a belt, whatever.


PSS - 'floating bones'

http://www.cane-toad.com/tuteRig_Facial.htm

Post by mykyl1966 // Jun 28, 2007, 3:08am

mykyl1966
Total Posts: 221
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Just wanted to add that the above is something I also hoped would be in TS.


Cheers


Mike R

Post by 3dfrog // Jun 28, 2007, 3:40am

3dfrog
Total Posts: 1225
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I contacted tom via email and they are helping me out. What I need are figure and vehicle and some mechanical animation. I was looking around the web page and the manual and it seems with a mix of procedural animation and rigs you can do well with the mechanical stuff. The developers will look at my needs though and tell me if I will be able to do what I need. It is really nice caligari cares about their customers to look into this so fast. Other companies aren't like that.It would be nice if I can do a fully featured facial rig and stuff with the bones. Because I like doing character animation too. But my real needs right now are things like doing a slip and fall animation and car crashes and maybe some industrial accidents. I didn't really know about procedural animation and thought it would have to all be done with the rig, so I am optimistic again. I will see what they say though.
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