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Old 1st August 2007, 12:02   #21 (permalink)
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Skin? Mesh? What? I have no idea what those terms mean. Well, I have a vague idea. I did the same as I did with the main tentacle, I simply attached them...
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Old 2nd August 2007, 01:56   #22 (permalink)
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Hi Rowan
If you still have a problem with claws animation here is quick explanation in attached Flash file. I don't know whether your claws parts are separate objects or it is one object whole done in VM but I think you should get idea on weight-painting after reading this doc.If your parts are separate just mark one and go to Modeleing Room and after adjusting mark next one and next.
I hope it will help you in your playing with Carrara animations.

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File Type: swf claws_small.swf (404.3 KB, 11 views)
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Old 2nd August 2007, 05:03   #23 (permalink)
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Quote:
Originally Posted by Rowan View Post
Skin? Mesh? What? I have no idea what those terms mean. Well, I have a vague idea. I did the same as I did with the main tentacle, I simply attached them...
A mesh is basically another term for Vertex model. Skinning is a way of attaching the mesh to the bones so it will be deformed by the bones.

With your tentacle, there are 3 rigging methods I can think of that would work:
1- Move each segment's hot point where you want it to pivot (center of the spheres, for example). Link them in parent-child relationship. Then add constraints to each segment.
2- Create a skeleton with a bone at each pivot point and attach each segment to a bone.
3- Create a skeleton with a bone at each pivot point and skin the model. Then use Jawra's method to control the zone of influence.

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