C4D9 Bones
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/06/2005 at 09:03, xxxxxxxx wrote:
I'm a newish C4D9 user and am illustrating an owl. The body and initial part of the wings are one object, with about 20 individual feathers attached to the back of each wing to complete the wing. The bone setup is very simple ... just two bones within each wing to form the shape in flight.
However, I can't get the feathers to stay with the wing when it moves (When the bones are activated). Whatever I try they just lay in their original positions.
I'm sure the solution is simple so can anyone help.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/02/2006 at 07:33, xxxxxxxx wrote:
Hello HallidayBooks,
did you limitate the bones? If I got you right, the feathers are hirarchical children of the body-object (cause otherwise they will not inherit any movement of the parent).
Limitation of bones can be done in two ways:
Limitating the range bones affect in the bone-object-properties or using a limitation-tag.
If a limitation-tag is used (like the help advises you to do concerning the usage of bones), only the objects listet in this tag will be influenced by the bone. Perhaps you just need to add featherobjects there, although I do not think that the tag offers enough lines to enter every feather.(->welding the feathers to one object?)
I think the easiest way will be to merge the feather-objects and the body together to one big mesh.
I Hope this helps,
cheers,
COFFEJUNKIE