Hi Matthias..
Just came back home..
well..maybe I explained the problem very badly...which really can be so..
or I might have got it all wrong...
But your suggestion (which I have already tried) do work IF you havent
move/rotated or edited the skel too much...(which then makes it practically
impossible to forsee how you should edit the Mesh to later end up as you
want it in the new position of the skel.. =(
In my case then it had worked fine, since I almost only needed to Rotate the
Head...but I did by a chance as I said in my earlier post, already fixed it
in a way that I dont even know myself how it happened..=)
So for my way of modeling, where I go with the flow, and might add a new
mesh here and there, after I have moved my character around, or posed it,
which then I want to model some details or add some stuff, and do it there,
then its really hard to fix this... =)
(I bet many others really only model, in the initial pose, position and so
on..=), or actually just model the model ready then create the skel.. =)
rofl..
Still I think either its a bug or maybe just how things is implemented.
After something has been Bound to a bone, then every other meshes that you
try to bind to the skels..(when this bone or skeleton has been moved/rotated
from its initial pose it had when the first mesh was bound to it..!) will be
offset with equal amount of Translation and Rotations as skels( and
subskels) has been translated/rotated.. =( its like a doubler..
In an odd way..the Skeleton or something, keeps this info, which is then
applied to all new bound objects or meshes already bound to it but that you
move/rotate or point edit.... =(
Try this...simple and extreme example...
1. Create a simple one bone skeleton
2. Create a simple SDS object...
3. Select all points of the SDS... and the Bone.. and hit 'Bind' Tool...
4. Move and Rotate the Skeleton (do it in Object Mode) enough away from its
position where it was when you bound the SDS to it..
5. Create a new SDS object... and bind it to the skel..
(As soon as you hit bind button.. this new SDS object will be offset
Or maybe its just me and my ways of doing things that are wrong..=)
Well if not soon, then V6 will surely have things that makes it easier, for
example one thing that would ease it up, is to have one Chor as Current
(were changes will be set into) and another set to which Chor in the
hierarchy should show the result... =)
Then your suggestion would be workable even for me and my extreme cases..
since then one can set Init Chor as Current and the Last Chor (or the wanted
chor) as Result Chor.. =)
Ouch.. came in too late..
I will take an indepth look at your Pickup prjs tomorrow..!
Hopefully I will be able to make a little test anim..which I am looking
forward to.. !
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
Hi Stefan,
try this:
Open chor-window.
Hold CRTL and select the initial Chor (like init0) (blue point should jump
to init0)
then move the head
hold CRTL and select last chor item (keyframer, pose or something
blue point should jump)
this should do the trick
You can use the select dropdown at the "timeslider" Animation Window
select there the top (something like init0) item to disable all "animators
below and try to move, rotate the object as desired.
Then enable the animators again, and move the frameslider.
Feel free to ask.
If the explanation is not good enough, I'll do a screenshow avi.
Matthias
In that I wanted to change the initial position/rotation for the Head SDS
mesh relative to the bone it was bound to..
So I unbound it, then changed the position of the Skel... and rebound the
head mesh again..
But the head mesh moved...=(.. to offset the Skel..(by the same distance
and
with same angle of rotation as what I had changed for the Skel.. =)
This means that you can only rebind a mesh when the skel is exactly in
the
same position and rotation as it was when you for the very first time
bound
that Particular Mesh to the skel..=)
(hehe shouldnt one be able to bind or rebind the mesh in whatever state
the
skel is in.. ?=) .
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