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Subject: 
Re: Using Blender to animate Ldraw models
Newsgroups: 
lugnet.cad
Date: 
Mon, 31 Jul 2006 13:34:08 GMT
Viewed: 
2300 times
  
On Mon, 31 Jul 2006 12:03:32 GMT
Yann Vernier <yann@donkey.dyndns.org> wrote:

I'm not quite sure why you don't just parent the objects (legs, arms
etc) to the bones, avoiding the deformation groups entirely?

Never mind, your web page explained it (reducing object count). The
import script has a function to do that, btw, called "flattening"
because it reminded me of the Gimp function to join layers. It will
normally only leave objects for the file you select, so if you have an
ldraw file importing your model, that would give you a single object in
the first place. Also, in editmode, hit l (Lkey) to select all vertices
connected to the closest one to the pointer - great for setting up
groups like you describe. It wouldn't be very hard to add a vertexgroup
function to the importer, if desired.

--
PGP fingerprint = 9242 DC15 2502 FEAB E15F  84C6 D538 EC09 5380 5746



Message has 1 Reply:
  Re: Using Blender to animate Ldraw models
 
(...) I have done that for the grabber arm animation but for minifigs i'll stick to vertex groups. (...) You are right, but this method is not very handy inn this case. For my little animated movie i have started a character library in blender, (...) (18 years ago, 31-Jul-06, to lugnet.cad, FTX)

Message is in Reply To:
  Re: Using Blender to animate Ldraw models
 
(...) I'm not quite sure why you don't just parent the objects (legs, arms etc) to the bones, avoiding the deformation groups entirely? Also, sorry about my extended absence. I haven't worked on these scripts or blender in a very long time, and (...) (18 years ago, 31-Jul-06, to lugnet.cad)

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