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Re: How many Are Planning to use Hair and Fur
This should probably not be in this topic...
Anyways, try using bone objects / biped objects skinned to your character to make movements look more real. You do this by creating a bone heirarchy in your character, where the top bones are at the roots of limbs or other major areas, and the lower level bones are at the ends of limbs etc... Try to make the bones fit as snugly as possible within your geometry. Then, apply an Animation->Skin modifier to your geometry, and add your bones to the modifier. Use the menu on the right (above where you add the bones) to get into edit envelope mode, and try to change the envelopes so that the geometry that should be affected by each bone is as red as possible, while the surrounding geometry is blue. You can select each bone in turn and tweak envelopes individually. When you are done with that, you can apply IK Solvers to sets of 2 bones, such as a forearm-upperarm or calf-thigh set. Make sure your constraint goes from the top of the upper bone (thigh or upperarm) to the top of the bone after the lower bone in the heirarchy (e.g. a foot or hand bone). Finally, to animate your character, you can simply hide everything but your bones and IK endpoints, and get realistic animation simply by keyframing the IK endpoints at the end of your character's arm or leg.
I realize this looks very complicated - it is, I suppose - but it's not all that bad once you do it a couple times.
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Code Red Robotics Team 639 | www.team639.org
2004 Canadian SUPER Regional Winners with 33 & 1112, GM Industrial Design Award
2005 Finger Lakes Regional Winners with 191 & 494, Canadian Regional GM Industrial Design Award
Newport Robotics Group Team 948 | www.nrg948.org
2006 Portland Regional Motorola Quality Award Winners
2007 Portland Regional Finalists with 1540 & 1778, GM Industrial Design Award
-Jake Felser-
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