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(with blender)A complicated method to make more exquisite animations

Discussion in 'Modeling & Animation' started by rookie_modeler, Apr 24, 2017.

  1. rookie_modeler

    rookie_modeler

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    You might knew warcraft3 has a very old boneanimation system,There is no way of non100%boneweight ,But it would be fixed after this invention born.

    But i have no idea if this method already had invented.

    This invention's principle didn't edit the entire program of warcraft3,But it has achieved a more accurate way to make animations,It lets every vertexes have their own bone,Surely it makes the model bigger,But for the men those dare to use this technique,It only gets a big never-mind i thought.

    Here are the steps:
    0.Get a mesh.

    1.Construct a little bit bones,They would be the parentbones(I call they PB down below),And after all we'll construct a lot of childbones(CB) in the relation of every vertexes.(These CB would control every vertexes in the name of these CB,You can even say these vertexes likes the grandparents of these CB"Never mind why a grandson control their granparent".)

    2.Use PB to make some animations,Construct one bone on every vertexes like what i've been saying,And set their(CB) parentobject to their own vertex-grandparent.Mainly,PBs are totally controlling the mesh,meanwhile also those CB can not control the mesh(Also they doesn't have to be and i don't wanna this happen),And they(CB) would follow their vertexgrandparents.Then finally i can bake the PB bone transform data to CB,After i finished the animating.

    To achieve the second step,I must need a script,But thank god somebody coded it for me,And now i can easily to achieve the

    second step with only one click,Generate the child objects.

    (Someone says this is maya subcontrolling system,I don't use maya,Have no idea.)

    You probably can't know what am i saying,Because even i feel i'm chaotic myself now.

    If possible,I'll bring the sample of this plan.Here i uploaded some screenshots。
     

    Attached Files:

  2. rookie_modeler

    rookie_modeler

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    It seems to be the way to achieve subcontrol in blender