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Author Topic: modeling lgs or wing and animating them  (Read 2031 times)

mookiestarhh

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modeling lgs or wing and animating them
« on: June 06, 2009, 01:34:39 pm »

Hi,
I don't know if there is any other way to animate, but the way I animate is by using bones. I find it a little diffucult to model thing like wings or legs, and still make it look realistic when it is all put together. I usually model the thigh, the hip, and shin and all the parts seperately, and add it to the bone in figure mode, but is there an easier way?

thanks.
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dwsel

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Re: modeling lgs or wing and animating them
« Reply #1 on: June 06, 2009, 03:08:23 pm »

Bones are extremely useful when it comes to animate 'joined' mesh (single mesh for whole figure or i.e. for whole arm with fingers). If you8 want to animate figure made out of parts it's usually good to hide all the joints somehow. Aligning single parts to bones may be not the most effective way. If you understand how your joints work you don't have to attach parts to bones in figure mode but you can import parts separately into scene and turn them into hierarchy (you will need to put pivots into correct places).
BTW I haven't mastered Figure and Sequence modes yet, so I'm using this method ;)
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mookiestarhh

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Re: modeling lgs or wing and animating them
« Reply #2 on: June 08, 2009, 12:11:48 pm »

Thank you for that =]
Also with my character it has wings on it, do you think i should still use the bones or use morphs or something?
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dwsel

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Re: modeling lgs or wing and animating them
« Reply #3 on: June 08, 2009, 12:50:14 pm »

That depends on what you want to achieve. If you want deformable wing you'll need morphs or bones. If the wing is going to bend as it had joints inside you'll be happy with bones. If mesh bends in more unpredictable way morphs will be better solution. If you're not sure you may try bots to see what works for you to achieve specific effect.
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