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Bones for 3dcoat


ludo_si
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one problem has been discussed before, that is that if you pose a character to scratch their head for example, their fingers now become fused with their head permanently.

True, there are some limitations, but if we could "bind" multiple meshes to a bone rig, then we could have the arm as a separate object.

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I'm with you Taros.

Is it possible to "bind" the pose line with curves?

So basically you would draw out the skeleton of your model with curves, then in the curve option pallet you would have a check box to add the pose influence to a particular part of the curves, for instance knee to ankle.

The check box would allow you to click two curve points where influence begins and ends.Then the curve line would be bound to the curve/mesh like it is now using select with line.But the selection line is bound to the curve.

Perpendicular to the selection line is an influence slider which allows you to drag the area of influence intuitively.

Being able to save out the curves allows you to reload the curves and continue posing in the same manner.

Of course the standard pose methods would be retained for quick adjustments.

post-913-1253025283_thumb.jpg

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A fast automatic weighting method could be the use of a kind of "raycast weights". My imagination of this is is the possiblity to start a ray from the "curve bone" in a 90 degree angle and end when the ray hits the first visible polygon(the voxel skin). This method could allow to skulpt and don't loose wighting information, because the object would weight in realtime, although the objectstructure is changing. It's just a idea. Maybe andrew can say more. If you like, I could make a example illustration to describe this.

Best wishes

Chris

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