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Plan for Jeff Gran
Plan for Jeff Gran
| Name: | Jeff Gran | ![]() |
|---|---|---|
| Date Posted: | Jul 25, 2005 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Jeff Gran |
Blog post
Torque Skeleton for Blender alpha v. 0.1
Check it out.
Step 1:

Step 2:

:)
It's far from done - right now it just makes the bones. The arms and hands creation parts are not done yet. And the hardest part is ahead: creating the control structure. I'm afraid that some of the functionality from the other versions might have to be cut out because "you can't do that in Blender", but I also don't want to overlook alternate ways of doing things that I don't know about because of my inexperience with the program.
Any Blender for Torque experts out there want to help me out and play with this and answer some questions for me?
Step 1:

Step 2:

:)
It's far from done - right now it just makes the bones. The arms and hands creation parts are not done yet. And the hardest part is ahead: creating the control structure. I'm afraid that some of the functionality from the other versions might have to be cut out because "you can't do that in Blender", but I also don't want to overlook alternate ways of doing things that I don't know about because of my inexperience with the program.
Any Blender for Torque experts out there want to help me out and play with this and answer some questions for me?
Recent Blog Posts
| List: | 01/01/06 - 3D Language:Spain available for purchase 11/12/05 - Plan for Jeff Gran 11/03/05 - Plan for Jeff Gran 09/04/05 - Plan for Jeff Gran 08/15/05 - Plan for Jeff Gran 07/25/05 - Plan for Jeff Gran 07/17/05 - Plan for Jeff Gran 04/30/05 - Plan for Jeff Gran |
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Submit your own resources!| FruitBatInShades (Jul 25, 2005 at 18:46 GMT) |
| Frogger (Jul 25, 2005 at 19:16 GMT) |
| Joseph Greenawalt (Jul 25, 2005 at 19:21 GMT) |
| Jeff Gran (Jul 25, 2005 at 19:22 GMT) |
edit: Joseph - I saw your threads and remembered that struggle you had, and that's one reason I really want to get this working right. I have forseen that problem and I have an idea on how I may need to solve it. You're right that the axes always point down the bones. In Max and Maya, there is a way to rotate the local axes of the bones without rotating the bones themselves. I'm not sure if there's a way to do that in blender, and looking through the python api, it doesn't look like there's a way to do it in script. The nice thing about my skeleton is that every single bone is aligned with world space, so the math is easy for making the rotations match. What I'm thinking I may have to do is rotate each bone so it is aligned with world space before creating the next bone. I believe this would be "pointing" forwards along the y axis. It would look weird, but I can make the bones really short so you just have a bunch of "ball" shaped bones connected by the dotted lines instead of connecting to the next bone. Any thoughts on that? Definitely send me your email and I'll keep you in the loop on development.
Edited on Jul 25, 2005 19:29 GMT
| Joseph Greenawalt (Jul 25, 2005 at 20:06 GMT) |
| Matthew Langley (Jul 26, 2005 at 16:04 GMT) |
| John Burch (Mar 05, 2006 at 20:53 GMT) |
Just want to say that we really need this and I, too, would pay money.
John
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