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Motion Studio Tutorial
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Motion Studio Tutorial // Roundtable
Post by frank // Jan 29, 2008, 4:12am
frank
Total Posts: 709
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Yea frank it was misunderstood. I want to merge 2 joints to become 1 single joint.
Also 3rd question:
How do I "rotate" a bone, so that I can for example turn a head left or right?
Hrm... I'm not sure how you would merge two joints. I've never had to do that.
Answer to question #3: Use the "Twist" slider in Animation side under the Bone tab. |
Post by Tiles // Jan 29, 2008, 4:30am
Tiles
Total Posts: 1037
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There is no way to merge two joints afaik. Just the connect commad with which you can connect two joints with a bone. Means delete the one joint, and connect it then. |
Post by frank // Jan 30, 2008, 7:35pm
frank
Total Posts: 709
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Yep.
That seems to be the only way to get around it.
Danke, Tiles! |
Post by B_Soldier // Feb 2, 2008, 2:16am
B_Soldier
Total Posts: 58
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Well the skinning is done (I think) now on to posing and animating. MS doesn't do forward kinematics does it? So this means I'll have to use what look like IK handles on ALL the joints right? How hard is it to pose a character after skinning for u, rate it on 1-10. Does it start like spagetti when u begin moving joints or is it more organized with yours? What a pain...:( |
Post by frank // Feb 6, 2008, 6:23pm
frank
Total Posts: 709
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If the entire character is one skeleton, then it will be all "noodly" with each bone dragging along with the joint as you move it. That way is no fun.
Keeping certain parts grouped / organized makes posing much easier. ie. Legs are one skeleton, with a "stub" that the torso is attached to, arms are separate, with hands on their own skeleton as well. At least 6 sub-skeletons per character, I'd say.
I admit it's still not the most intuitive way to pose a character, but I've grown used to it and haven't used native bones (tS6 and earlier) since MoS was first introduced.
One thing that helps with joint selection (besides increasing the joint size) is to take advantage of the custom joint selector object. Check out your MoS install path (mine is "C:\Program Files\MotionStudio\", for example) Look for a file called "JointBars.cob". Rename that to "JointBars.OLD". Now go into trueSpace and load up a primitive (I use a box), and save it out as "JointBars.cob" in your MoS install path.
Next time you start building a skeleton, you should have your own custom object as a joint selector. |
Post by B_Soldier // Mar 16, 2008, 3:54am
B_Soldier
Total Posts: 58
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After a while, I'm coming back to this. Is it possible to group bones after the skeleton's been made or am I gonna have to start afresh with skeleton making then skinning? |
Post by Tiles // Mar 16, 2008, 5:34am
Tiles
Total Posts: 1037
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Depends of what you mean with group. You can modifiy the skeleton at every stage when that is what you want to do. |
Post by B_Soldier // Mar 16, 2008, 7:16am
B_Soldier
Total Posts: 58
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I meant group by moving individual bones into new skeleton sets within another skeleton. |
Post by Tiles // Mar 16, 2008, 8:35am
Tiles
Total Posts: 1037
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Should be possible. Why don't you simply try? :) |
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