Anim8or Community
General Category => General Anim8or Forum => Topic started by: haiku on February 25, 2009, 06:06:10 pm
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hi again
i know i ask a lot of questions but ....
ive made this shark model and i want to give it a bend in the tail so it doesnt look rigid but when i go to bind modifiers my object dissapears. it seems to becos ive grouped the fins seperately to the body. is there any solution to this. p.s ive read the manual and it doest answer my question.
thanks for all your replies
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Unfortunately Anim8or won't let you apply a modifier to a group, only a single mesh. There are a couple of possible work-arounds, however (as there almost always is). One is to ungroup your objects, and combine them into a single mesh using the Join Mesh function. Once this is done, the modifier will work, but it won't be possible to un-combine them afterwards (at least, not easily). An alternative would be to ungroup your objects and apply the same modifier to each object separately, using Ctrl+C to copy the modifier itself so it can be repasted (Ctrl+V) for each object. Some experimentation should give you the result you want. Ideally, the fins should really be part of the shark body mesh, rather than separate parts, unless you have a specific reason for keeping them separate.
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or you could go the really tough way, and use morph targets, setting one for each side the tail bends to. of course, that would entail moving AND rotating every ring of vertices around the tail. there's really no truly simple way to accomplish this.
or you could rig the shark with 10 or so bones from the point where you want it to bend and then use weights (maybe) or influences (probably better) to bend the shark that way.
once again, no easy way to accomplish it.
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from animanon
hello
what ensonique said was right on the other forum
if you want to keep the fins and body seperate but still use modifier
give the fins and the body fifferent materials
then build.join meshes
then use modifier
then use select by material
then use edit> detach faces
that will give you your sperate meshes back
by the way
your shark is a good start
maybe it needs teeth? teeth are what most people see when you say 'shark'
rct mongers idea is good with boning as anim8or's modifiers are always hit and miss in my opinion
.....you really need a real time modifier for it be a useful tool for more complicated tweaking
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IMO the advantage of bones over morphs is the fact that bones rotate about a point, whereas morphs change from one morph to another in a linear way. A shark's spine does not change length as the tail swings, and even with a series of morphs the mesh will not maintain its overall length over the series.