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Author Topic: Animations without bones  (Read 10268 times)

Kyle101

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Animations without bones
« on: September 28, 2009, 06:46:08 pm »

I want to know if your able to make a animation without using bones. like a 3D version of a human head and having his mouth moving. you make a full body on object mode and make the body parts bend without bones. is this what you call morphing?
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Pincho

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Re: Animations without bones
« Reply #1 on: September 28, 2009, 07:17:46 pm »

Yes that's morphing, and Yes Anim8or does it.
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ENSONIQ5

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Re: Animations without bones
« Reply #2 on: September 28, 2009, 10:43:30 pm »

Be careful with morphing, the only things affected are individual vertex points.  Vertex points follow a linear path from morph target to morph target and cannot be made to follow a curve.  Therefore parts that should bend, like knees and elbows, are very difficult to achieve with morphs.  I strongly recommend reading the section on morphs in the manual.
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johnar

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Re: Animations without bones
« Reply #3 on: September 29, 2009, 12:03:15 am »

 Yes, true.

 But if you're only wanting to animate a head, ie: mouth, eyes, expressions, ears, hair and stuff like that, then you won't actually need any bones. Morph targets are ideal.
 But as ENSONIQ5 has said, if you want to animate arms, legs, torso bend and so-on, you'll need to use bones.

 But as far as morphs go, they're brilliant. There are some morphing tutorials around, and i'm 99% finished part 1 and 2 of a more detailed one. (maybe another week tops.).


 I made this one below, (link), 3 or 4 years ago. A little silly, but does explain some morphing and anim8ing basics.



Keep an eye on the works in Progress forum. I'll be posting the new one there when its done.

  Good luck.

 (Please feel free to ask any questions regarding robot tut. )
 
« Last Edit: September 29, 2009, 12:07:34 am by johnar »
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Kyle101

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Re: Animations without bones
« Reply #4 on: September 29, 2009, 06:20:10 pm »

its kinda hard to tell what that robot is saying. lol
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johnar

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Re: Animations without bones
« Reply #5 on: September 29, 2009, 08:29:52 pm »

 Yeah. Sorry about that.  :-[

 The next one is a lot clearer.  :)
 
 
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mak

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Re: Animations without bones
« Reply #6 on: September 29, 2009, 10:55:58 pm »

i played with this same thought once.wasnt happy with any of it but i belive it could be done.  if you created about a hunderd morphs. the problem you would have to overcome is that morphs are a destination not a path. but please try it and show us what you get.
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ENSONIQ5

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Re: Animations without bones
« Reply #7 on: September 30, 2009, 06:47:56 am »

Yes, morphs are destinations, but they need not necessarily be reached.  For example, a morph target value of 0.5 in the scene editor will be halfway between the basic model and the morph.  With a smallish set of basic morphs and careful control of the morph controllers in the scene, a wide variety of possible morphs can be accessed.  This is the usual way expressions and lip synching are done, though to be more realistic the jaw should really be animated with bones and careful weight painting while the soft tissue (lips, cheeks etc) should be morphed.
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Kyle101

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Re: Animations without bones
« Reply #8 on: October 03, 2009, 08:31:46 am »

is it posible to make an entire body of a character, then add bones so you can make it's limbs move?
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rellik420

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Re: Animations without bones
« Reply #9 on: October 03, 2009, 08:52:54 am »

yes.

i think thats mostly how its done. there are a few tricks though so you can bend everything and make it look right. ive only used weight brush wich paints the edgpoints and it works pretty good.  i think it looks alot cleaner rather than having a differefnt object for a different body part. ive only seen a few robot models that that actualy worked.

you might want to look up rigging on the internet. in 3d animations its all pretty much the same set up. once you do a bit of research you should be on the right track.

once you learn rigging you may want to learn FK and IK then morphing.
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