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View Full Version : How to setup bone setting and motion for this?


Dick Ma
06-10-2003, 07:25 PM
I model a metal framedoor but after that I have no clue about how to setup bones and motions...

evenflcw
06-10-2003, 08:32 PM
Blasted, can't delete post. I should think things through better before I try to answer :-/

WCameron
06-10-2003, 09:07 PM
I'm assuming you want the door to swing open? there are a couple of ways to do this. here are the two most obvious ways:

If the door is in its own modeler layer, in modeler you can use the Move Pivot Point tool to move the objects pivot point to its .. er .. pivot point. then when you load this object into Layout, reset its pivot point, and the pivot point will snap to its reset position on the object, then all you have to do is select the rotate tool, and rotate it. (kinda simplified, but I hope you get the idea).

the second way: in modeler select the entire object, make a weight map, call it somehting like Gate or whatever. set it up
to 100%.
In layout make a bone, nove it to where the core of the 'hinge'
would be, lock it in place, and set the bone to use only that weight map, then when you rotate the bone the door will rotate
(also a bit simplified, but half the fun of this stuff is learning as you go :-) the good thing about the Weight Map method is you can have lots of geometry on one single layer and set it up so bones will only use the Weight Maps of individual objects. so if you broke the hinge down into its two primary parts Base (nonmoving) and
Head (moving) by weight maping the Head, spining the bone
the head will move in alignment with the Base - whihc stays static.
At this point Exact bone placement can be a bit tricky, which is why if I use bones in a situation like this (I _THINK_ theres also
a way to Nulls for this sort of thing as well, but I cant recall how!),
I'd use Skelegons.
to take this example further - say you have modeled the hinges.
Base, Head and a Core/Pin. they all align nice in Modeler, etc. what you;d do is copy the Pin to a new layer, select its top and bottom polygons (assumming its basically a cylinder) and on each
of the polygons run the "point center" plugin over them (its a 'measure' option on the create tab) - this puts a point in the exact center of the selected polygons - so now you;d have two points in the exact center of the length of the pin.
Cut the pin out, leave those two pints.
Select the two points and make a spline.
Run the Make Skelegon plugin over the spline. Delete the spline and copy the skelegon back to the main geometry - You can use the Skellegon tree to assign a weight map to it at this point but I usually skip that and do it in layout.
over in layout after you run the convert skelegon plugin you now have a bone perfectly aligned exactly down the center of the doors pivoting axel. asign the weight map and your good to go.

I like this method if I have to say, make knobs turnable on
geometry thats at odd angles, or whatever.

sorry, this is a bit rushed and probably full of spelling or other errors, I'm about to head into work and I'm late again :-)

hopefully thats what you ment, if not ... (Emily Littella Voice On)
Never mind.) (EL Voice Off).

- Will.

Dick Ma
06-11-2003, 01:27 AM
Thanks for help...

Actually I did it using Morph.....(awful task...)

Valter
06-14-2003, 07:24 PM
oh yeah endomprph is better way.

make a slide to endo and voila!

good result!!!

do you have any problem in animation??