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Bone’s end strength
Posted: 01 October 2008 12:42 AM   [ Ignore ]  
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Hi All

Here is a new bone’s feature proposition. The goal is to edit bones’ joints operatively via dragging sliders. The proposition does not pretend to be “original” etc wink

The parameters are:

- Factor. A multiplier to change bone’s weight.  Values greater 1.0 increase weight and vice versa

- Radius. Defines a zone/radius of effect. For each vertex a distance to bone’s end point is calculated and compared with “Radius”. Outside “Radius” the “Factor” has no effect (= 1). For a vertex nearby bone’s end the whole “Factor” is applied. Otherwise - a blended portion of multiplier is used.

- Style. Defines transition/falloff of “Factor” inside sphere with “Radius”

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Posted: 08 October 2008 03:56 AM   [ Ignore ]   [ # 1 ]  
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Great to see new work in this area. Is this available for beta testing?

[ Edited: 08 October 2008 03:59 AM by AVTPro]
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Posted: 08 October 2008 05:54 AM   [ Ignore ]   [ # 2 ]  
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Hi Alonzo…

Read again wink It’s a feature proposition put up for discussion.

Best,
Ian

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Ian Waters
Development Specialist,
EI Technology Group, LLC.

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Posted: 08 October 2008 03:38 PM   [ Ignore ]   [ # 3 ]  
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Hello Igors,

would this dialog box be interactive? That is, while adjusting the sliders would we see the skin reacting in real time in the world windows?

If so, this would be useful. Anything that reduces the need to correct the skinning by painting would help. Painting is not an ideal skinning solution, but usually occurs to correct errors resulting from the skinning operation.

Thanks.

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Posted: 08 October 2008 10:59 PM   [ Ignore ]   [ # 4 ]  
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Hi, Kurt

KurtF - 08 October 2008 03:38 PM

would this dialog box be interactive? That is, while adjusting the sliders would we see the skin reacting in real time in the world windows?

Yes, everytime sliders are dragged the object is re-skinned. As always, “real time” (how fast) depends on object’s complexity and computer’s powerful.

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Posted: 17 November 2008 01:25 AM   [ Ignore ]   [ # 5 ]  
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This seems like a good move. I don’t think it matters if it’s original or not. I believe it’s good to have this type of slider for when “vertex weighting”. can take place. Seems like a good interface option.

Edit
Actually, now that I am testing the “smooth” fall on my cylinder, I think this would be a fast, [B]interactive tool[/B] for the first bind. It would be very usually and it seem EI tools is begging for it. Then bones falloff can be smooth or sharper.

It would definitely save a lot of time paint maps especially on the initial bind.

[ Edited: 17 November 2008 01:51 AM by AVTPro]
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