General Category > Ongoing Anim8or Development
Figure Editor: Simultaneously Add, Lengthen, Rotate Bones
cooldude234:
--- Quote from: Steve on April 02, 2015, 06:27:44 pm ---Re 1: A bone is more complex than a vector, it's an orientation, i.e. a 3D coordinate system. This goes along with having an Up vector which a vector doesn't need. But it's all just math :)
--- End quote ---
Wouldn't a bone just be treated as a matrix? A transform and rotation one at that. So I don't see how it couldn't work the way raxx mentioned. Unless me being sleep deprived is getting to the best of me again :P
Trevor:
The bone gives the input values to a matrix along with the object vertexes, however the bone itself is just a 3D co-ord with a fancy model overlay pointing to the next 3D co-ord.
I guess you couyld be right though?
Trev
Steve:
I split this into a new topic.
There isn't really one "right" way to add a new bone. Do you make the UP vector point towards the viewer? Do you keep it in the same plain as the parent bone's UP vector? For most bones it doesn't really matter since they are part of a network of bones within one big object. All that matters is their relative rotation because that's what deforms the object.
As far as the implementation, don't worry. As I've said, it's all just math.
Raxx:
I'm not going to pretend I know anything about the math side of it. I'm sure you've got it covered ;)
I've been talking about rigging for the most part, but the ability to also animate the movement and scale of bones will make Anim8or a lot more powerful as an animation tool. Combined with constraints and ASL integration, it'll have a lot going for it. It's a hefty job though!
Still waiting for the topo knife tool >.>
cooldude234:
What I mainly want is fast rigging and fast manipulation. It what anim8or truly lacks in the animation department.
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