Another Motion Studio Question

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Another Motion Studio Question // TS6 and Older

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Post by DesignDevil // Sep 30, 2008, 5:11am

DesignDevil
Total Posts: 76
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Hello again,

i would ask if there is any way to attach ONE object to more the one bone in MoStu without skinning.

The reason is the following. If you have a robot model or anything else MECHANIC (edited ;-) object (i.e. the pixar lamp), then it is easyer and more practicable to attach the pieces directly without skinning. With skinning the pieces could be deformed if you move the bones.

But the problem is that i can only attach one object to one bone. Subskeletons are a solution but not practicable.

Has anybody found a solution for this? Thanks.

Post by Tiles // Sep 30, 2008, 6:51am

Tiles
Total Posts: 1037
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Makes no sense to attach one object to two bones. Either they are static. Then it's enough to attach the object to one of the bones. Or it is not static. And then you have to have deforming.

Post by DesignDevil // Sep 30, 2008, 7:19am

DesignDevil
Total Posts: 76
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Ok, static was not the right word...mechanic would be better...my english...sorry.

I try to explain it with a picture:

http://www.east-power-soft.de/temp/mostu_problem_2.jpg

As you can see, the bones 7,8 and 9 are connected to the piece called "Pivot2". But only one bone is really attached to it. The problem: if i animate the lamp (espacialy the pivot) then the pivot turns around (the small image in the green box).

If i try to skin such a model the bones are deforming the pieces if i animate it. I hope that explain it good enough.

Post by frank // Sep 30, 2008, 10:32am

frank
Total Posts: 709
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Out of curiosity... have you tried skinning the object, attached to three bones, but with each bone having 100% (all red in skinning tool) influence over the bone?

Post by DesignDevil // Sep 30, 2008, 10:42am

DesignDevil
Total Posts: 76
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Yep, sure, i tried this. But if i pull the joints a little bit more than allowed the pivots go deformed - not so nice.
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