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View Full Version : Use Morphed Positions and skelegons problem



dee
03-14-2013, 12:10 PM
Does Use Morphed Positions and bones converted from skelegons work? I have this tentacle thing and want to animate it via morph along a bone chain but it doesn't work. The bones are converted from skelegons. If I create bones in Layout everything works fine. Attached is a scenefile if anyone is willing to help.

Thanks
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lino.grandi
03-17-2013, 03:11 AM
To get what you want, you should rest your bones in a straight position, the go back to the curved pose.

Follow this steps after converting the skelegons:

1) Select all the bones and create a copy of keyframe 0 at frame one, so you have a copy of the "curved" pose.
2) At frame 0, set the rotation of the bones to 0,0,0. They'll be perfectly straight.
3) Rest the bone at frame 0.
3) Now you can use the morph to animate the mesh along the bone path.

Hope it helps. Scene attached. ;)

dee
03-17-2013, 05:18 AM
Thank you Lino, that worked. :thumbsup:

And while you're here: I tried to solve this task with Curve Conform and a scaling morph. It animates fine but the geometry is twisted and squashed. Bug?

I've attached the scene and objects.

112672

112671