Re: Adding/Deleting Bones from a chain

Date : Thu, 18 Aug 2005 17:54:57 -0700
To : <XSI(at)Softimage.COM>
From : "Chris Evans" <cevans(at)omation.com>
Subject : Re: Adding/Deleting Bones from a chain
That is a really good question. I could be wrong (and often am) but I
believe the short answer is no. You probably already know this but... You
can always move your joint and effectors as you need to and then add a bone
at the end of the chain. What I might suggest(and this is what we do) is if
you have some scripter types around there you can create a "make chain"
function. Then generate chains from propositioned markers. That way if you
need to add bones or change joint positions you can do so by just
regenerating the chain rather than moving stuff around and messing up
neutral poses and resolution planes and the like. Another thing to note is
that the XSI chains are kind of  "black box" rigging solutions. What I mean
by that is there are all sorts of prepackaged things (like the FK/IK switch
for example) that you really don't have access to and probably don't want to
mess with anyway, that seem to kind of get screwed up when you mess with
them too hard. Anyway hope some of that helps. I am sure he other folks on
the list will pipe up with all sorts of ideas and good solutions.

Chris Evans
rigger/omation


----- Original Message ----- 
From: "george" <george(at)blur.com>
To: <XSI(at)Softimage.COM>
Sent: Thursday, August 18, 2005 4:59 PM
Subject: Adding/Deleting Bones from a chain


> Quick Question:
>
>     Say you have a bone chain consisting of 3 bones......Is there a way
> to add an extra bone into the chain?  "Add bone to chain" always places
> the new bones at the end of the chain, you can't specify where on the
> chain to place them.
>
>     Also, say I wanted to delete one of the 3 bones, but keep the chain
> in tact with the remaining two bones, is there a function for that?
>
>
> Thanks!
>
> George
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