I have a horse logo project currently completed to the point of being modelled and materials have been applied. I have also just finished with the procedural animation tutorial and now understand how to apply the LE to manipulate the objects. This finished project needs to rotate (I get how to do that), but must also breath through the emulation of the bellows action of lungs and expansion/contraction of the snorting nostrils. I see that the LE provides for this, but only as applied to objects in their entirety.
If I separate the mesh of the body into individual lung and nostril objects, and then in LE apply the expansion/contraction manipulation in multiple axes, am I correct in understanding that the result will achieve my desired effect? It seems much more straighforward than morphing and generating keyframes when I need just convert the entire process into them. I am well versed in videography and still remember days trying my hand at 'clay animation' the old fashioned way before the advent of computers.
BTW I am currently working on the workspace side of the bridge.
Architect's Learning Curve - Part 2
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dreamcatcher107
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Architect's Learning Curve - Part 2
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froo
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Re: Architect's Learning Curve - Part 2
Hi dreamcatcher.
yes, the process you describe, breaking the object into submeshes, would be a good approach.
Each submesh can be transformed (rotated, scaled, translated) as a whole unit.
Note, that it is also possible to manipulate individual vertices. But it takes more work.
I have a flag script which is used to modify vertices of a plane, to mimick a flag for example.
But that's very simple geometry.
yes, the process you describe, breaking the object into submeshes, would be a good approach.
Each submesh can be transformed (rotated, scaled, translated) as a whole unit.
Note, that it is also possible to manipulate individual vertices. But it takes more work.
I have a flag script which is used to modify vertices of a plane, to mimick a flag for example.
But that's very simple geometry.
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dreamcatcher107
- Petty Officer First Class
- Posts: 70
- Joined: 23 Aug 2009, 16:26
- Type the number ten into the box: 0
- Location: Illinois, USA
Re: Architect's Learning Curve - Part 2
Thanks Froo -
I added the PA generators and flow controllers and now have the lungs working. However, the pulsator does not expand and contract the object as in the tutorial. It has everything to do with where the point of origin for such manipulation. I have tried the axes tool, but am at a loss. The object mesh will move along each of the three axes, but when combined, pursues an orbital path, not an expansion and contraction. Also, when it moves, I see it's gap from the remainder of the body. Do I need to 'double-up' on this object so that does not occur - one has motion and the other does not? That solution seems cumbersome...
I added the PA generators and flow controllers and now have the lungs working. However, the pulsator does not expand and contract the object as in the tutorial. It has everything to do with where the point of origin for such manipulation. I have tried the axes tool, but am at a loss. The object mesh will move along each of the three axes, but when combined, pursues an orbital path, not an expansion and contraction. Also, when it moves, I see it's gap from the remainder of the body. Do I need to 'double-up' on this object so that does not occur - one has motion and the other does not? That solution seems cumbersome...