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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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