Hi Stefan,

isn't it possible for you to first create a file with the initial
geometry+skeleton then save this file (lets say "my-charater.r3d") ;-)
Now animate the character and save it as "my-character-anim.r3d".

If you now have to modify something go to my-character.r3d,
do there the changes, copy only the modified geometry and paste the
geometry in the same level as the "old geometry" from my-character-anim.r3d,
delete the old geometry,
then use the dropdown near the play and record buttons to switch
once to "init0" and then back to the skeletons (last "animators") name.
The geometry should now jump to the "binded+modified" position.
If you now have the problem, that after the "jump-to" the geomtry is not 
following
the skeletons anim, only after newly switching from 
"last-animator-->init0-->last animator",
select the geometry and the skeleton and go to "Lattice Mapping" tab
and try there the "Reconnect".

The above did the trick in a short tryout I made, maybe it's helpy for you.

Does the "store" and "native" don't help, too?
Do you get additional "poses" in chor-window after modifying geometry?

For v6 an easy possibility to add bones after rigging would be nice, too.
(something like: Uuuups, I need on more spine bone, and then only add
the bone and assign binding 1 step down in skeletons hirarchy beginning at
new created bone <-- maybe not really good explained, too)

Matthias

----- Original Message ----- 
From: "Beg-inner" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, December 03, 2006 11:16 PM
Subject: Re: Is there Anyone that... forgotten to say


> 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.. ?=) .
> >
> >
> >
> >
> > -- 
> > No virus found in this incoming message.
> > Checked by AVG Free Edition.
> > Version: 7.5.430 / Virus Database: 268.15.3/562 - Release Date: 12/1/2006 
> > 1:12 PM
> >
> > 
> 

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