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Caligari Boning Fundamentals
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Caligari Boning Fundamentals // Archive: Tech Forum
Post by whirabomber // Aug 13, 2007, 6:56am
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whirabomber
Total Posts: 11
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How are Truespace bones logically represented? The manual literally blows past creating a skeleton so I am left out in the cold as for 7.5's bone creation. (A video of how to move joints??? ouch.)
The reality I want and behaviour that makes sense for the build skeleton tool is this - to make a 5 bone car skeleton (4 wheels and a "root" bone) I would do the following:
1) Start Create Skeleton
2) Click where I want the root bone
3) Click where I want the wheel 1 bone (joint)
4) Click the root bone
5) Click where I want the wheel 2 bone (joint)
6) Repeat 4 and 5 for each wheel.
I would expect to get an "X" shaped skeleton. What I get is this (* = joint, ? = odd object, | = bone, R = root)
* *
| |
R-?
/ \
* *
I've tried several times for the logical X shape but keep getting the above. So... I am assuming what I think how the joints should work and how they do work are not the same. |
Post by trueBlue // Aug 13, 2007, 7:32am
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trueBlue
Total Posts: 1761
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With the Build Skeleton tool create a bone and then mouse over that bone, it will become highlighted, left mouse button click, hold, and drag another joint out. |
Post by whirabomber // Sep 4, 2007, 8:11am
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whirabomber
Total Posts: 11
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Too simple... |
Post by tomasb // Sep 4, 2007, 9:51am
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tomasb
Total Posts: 261
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Too simple...
you can also use ling editor and connect joints to bones there :D :D :D |
Post by Burnart // Sep 4, 2007, 1:04pm
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Burnart
Total Posts: 839
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Sat down with a print out of Chapter 8 (Character Anim chapter anyway) and went through the skeleton building, attaching to skin and setting joint limits process - didn't seem to have too may problems with the manual. Have to say this whole process is lightyears ahead of the skeleton setup system in 6.6. Good on ya Caligari!
Edit: Just remembered one thing though - when attaching the skeleton your supposed to have it selected then click on the skin mesh. It took a little while to figure out that in fact you needed to right mouse click - manual just said click. (Will someone confirm that - there was some issue.) |
Post by mrbones // Sep 5, 2007, 7:01pm
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mrbones
Total Posts: 1280
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Can you provide an example please? I would like to add a hand skeleton to a body skeleton. Thanks.:D
you can also use ling editor and connect joints to bones there :D :D :D |
Post by tomasb // Sep 5, 2007, 9:28pm
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tomasb
Total Posts: 261
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Can you provide an example please? I would like to add a hand skeleton to a body skeleton. Thanks.:D
copy skeleton1 to encapsulator that contains bone you want to attach it.
export bone connected to skeleton root.
remove all skeleton1 management nodes (transform, object render attributes, sketon display, skeleton material, skeleton root).
connect skeleton1 bone con to joint... |
Post by mrbones // Sep 6, 2007, 8:16pm
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mrbones
Total Posts: 1280
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Hi Tomas,
Sorry I dont understand, Can you clarify for me?
Thanks and Cheers
copy skeleton1 to encapsulator that contains bone you want to attach it.
export bone connected to skeleton root.
remove all skeleton1 management nodes (transform, object render attributes, sketon display, skeleton material, skeleton root).
connect skeleton1 bone con to joint... |
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