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Sascha Ledinsky wrote:
> Rune wrote:
>
>> andrel wrote:
>>
>>> Have you thought about more complicated things, like
>>> some flesh bulging out when a join moves? Simply because
>>> of conservation of volume.
>>
>> No, I think the problem we are facing is complicated enough without
>> considering these things.
>
> You will need at least *something* - take, for example, an arm or leg of
> a human model: If it bends to the maximum allowed angle (let's say 170
> degrees), the upper and lower parts would intersect, which would look
> quite odd in an animation.
> The easiest solution are IMHO morphs. If you'd have a morph for the
> fully bended arm, you could apply it partially before actually applying
> the rotation:
I'll have to give this some thought. Right now I'm working on the
subdivision preview (which I'm doing with Bezier patches).
Regards,
John
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