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Author Topic: (feature request) bone activated morph targets?  (Read 11747 times)

xalener

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(feature request) bone activated morph targets?
« on: May 11, 2008, 01:01:19 pm »

I had an Idea that would really help anim8or. It's in a lot of other programs, and it would make rigging organics 12 times easier. If you could set morph targets to activate when a sertain bone moves along a specific axis.


Here's an example...


&feature=related
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Kubajzz

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Re: (feature request) bone activated morph targets?
« Reply #1 on: May 11, 2008, 01:24:45 pm »

Great idea! I like that animation...

However, I don't think it's necessary to ask Steve for a feature like this; one of the things Steve plans to implement is full support of controller scripts in scene mode - scripts don't work for bones now, but once this is done, it will be very easy to write a simple script so the morph target value will change according to the bone position...
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xalener

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Re: (feature request) bone activated morph targets?
« Reply #2 on: May 14, 2008, 04:07:03 pm »

There's just one problem.......

I can't write scripts...lol.
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Kubajzz

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Re: (feature request) bone activated morph targets?
« Reply #3 on: May 16, 2008, 07:38:00 am »

Quote from: xalener
There's just one problem.......

I can't write scripts...lol.

Don't worry about this... It's easy... and I believe there will be plenty of tutorials about this kind of scripts once ASL is enabled for bones. And if not, I promise to writie one ;)
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xalener

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Re: (feature request) bone activated morph targets?
« Reply #4 on: June 08, 2008, 04:01:08 pm »

Either way, I'm more concerned about the method of doing this. I'd like for it to go Lightwave style, where you bend the bone, fix the deformations, and then save the morph to that movement. I think writing a script for every character would use a tad too much guess work. If a character moves his arm up, how will we know what to edit if we can't see the deformation?
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Steve

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Re: (feature request) bone activated morph targets?
« Reply #5 on: June 12, 2008, 01:40:19 am »

Yes it's planned to be able to read the angle of a joint in scripts.  This will allow morph targets to depend on them in any relation that you want.
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