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Contents
About this Document
- Contents of this Document
- Document Style Conventions
- Notes
- Mouse and Keyboard Notation
1 Getting Started
- In this Chapter
- Concepts
- About Skeletons
- Driving Other Polyhedra with a Skeleton
- Animating with Motion Capture Data
- Traditional Animating with Skeletons
- Other Techniques
- The Skeletal Animation System, N-Geometry,
and N-Dynamics
- Sample Objects and Scripts
- Animating a Simple Skeleton
- Animating with Motion Capture Data
- What Gets Saved?
- Congratulations!
2 Building Skeletons
- In this Chapter
- Using the Skeleton Primitive
- Parts of a Skeleton
- Building a Humanoid Skeleton
- Building a Custom Skeleton
- Adding Bones
- Cutting Bones
- Collapsing Bones
- Renaming Bones
- Flipping Bones to Change the Root
- Congratulations!
3 Attaching Objects
- In this Chapter
- Attaching Objects to a Skeleton
- Make Attached Objects
- Modifying Attached Objects
- Animating the Skeleton
- Attaching Your Own Objects to a Skeleton
- Attaching a Hierarchy of Objects
- Attaching a Hierarchy of Objects to a Single
Bone
- Attaching a Hierarchy to a Collection of
Bones
- Attaching a Hierarchy to a Skeleton
- Saving Your Work
- Making Attached Objects Visible in N-Dynamics
- Congratulations!
4 Skinning a Skeleton
- In this Chapter
- Using Skins and Skeletons
- Skinning a Skeleton
- Loading the Skin
- Saving a Base State for the Skeleton
- Skinning
- Saving Your Work
- Auto Skinning: Specifying Your Own Skin Parts
- Congratulations!
5 Skinning Enhancements
- In this Chapter
- Soft Parts
- Making a Soft Part on a Knee Joint
- Skin Displacements
- Using Extra Bones to Drive
Skin Displacements
- Congratulations!
6 Posing a Skeleton
- In this Chapter
- Posing Skeletons in N-Geometry
- Kinematic vs. Inverse Kinematic Posing
- Posing Kinematically
- Inverse Kinematics
- Using IK Operations
- DOF Limits vs. IK Set
- Joint Identification-A Quick Way to Define
DOF Limits for a Skeleton
- Using the DOF Editor
- Locking Bones
- Saving Poses
- A Sample Skeleton with Saved Poses
- Aligning Bone Axes
- Rotating vs. Fixed Bone Axes
- Animating the Root Node in N-Dynamics
- When to Use These Operations
- Congratulations!
7 Making a Walk Cycle
- In this Chapter
- Creating a Walk Cycle
- Walk Cycle 1: Using IK Operations
- Walk Cycle 2: Kinematic Poses with
Translation
- Jumping Skeleton
- Congratulations!
8 Walk Cycle Enhancements
- In this Chapter
- Avoiding Obstacles
- Animating a Skeleton along a Wire
- Creating the Wire
- Using the Generated Wire as a Guide
- Animating a Skeleton along a Trajectory
- Reaching for an Object
- Reaching for a Part on an Object
- Congratulations!
9 Cartoon Effects
- In this Chapter
- Animating Changes in Bone Length
- Animating Changes in Bone Scale
- Congratulations!
10 Editing Motion Capture Data
- In this Chapter
- Layering Artist's Motion with Motion Capture
Data
- Layering Rotations with Motion Capture
- Layering IK Moves with Motion Capture
- Copying Motion Data between Skeletons
- Decomposing Motion Data
- Decomposing Motion Data into
Rotational Components
- Decomposing Motion Data into Poses
- Decompose Motion Data from Pose to
Pose into Rotational Data
- Writing out Your Own Motion Data
- Difference Posing
- Difference Posing with Animate Pose
(or Animate Multiple Poses)
- Difference Posing with Animate Pose to
Pose
- Congratulations!
11 Motion Blending
- In this Chapter
- Blending Motions
- Loading your Objects
- Creating your Script
- Editing the Script
- Setting up the Second Channel
- Changing the Script Length
- Decomposing the First File into Pose Data
- Realigning the Second Channel
- Adding an Update Skeleton Operation
- Selecting Where to Blend
- Test Animate
- Create a Reference Pose
- Setting up the Third Channel
- Aligning the Second Motion with the
Match Frame
- Using Describe to Find Out about the Poses
- Changing the Blend Mode
- Adjust the Blend Curve
- Animate!
- Delete the Make Visible Channel
- Save Your Work
- Troubleshooting
- Congratulations!
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