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There's something in the skeleton movements that get's my characters distorted.
I read this section of the manual but i still don't know how to solve this:
http://www.housepixels.com/aoimanual/an … l#IK_track
I tried adding an skeleton track, and even a inverse kinematic track... but can't help the distortion.
I'd like to move the skeleton even without tracks, and keep my models inflated.
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You need to add a pose to the inverse kinematic track.
"Use gestures to shape Mesh" -> that might be the solution.
You can read it right before "SKELETON SHAPE TRACK"
HTH
Harald
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Hi,
Mayid is right. Posing the model using bones causes unintentional deformations of the mesh - mostly on legs, arms and neck etc. You will only see this effect, if you use the same model for several different poses and move the bones again and again.
Have a look at my bird. It is the same here. Legs and neck became thin over the time. Weighting doesn't help and the tips in the manual are only for animation purposes and not able to prevent these deformations. ![]()
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... I have no idea how to avoid this. I've repaired the model from time to time.
Kind regards
Siri
Last edited by Siri (January 14, 2010, 2:53 pm)
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Please, please, help. I used to modify character with skeletons, in the default editor. I also used to modify the skeleton in a skeleton track. But now i think that the pose track is much powerful.
So, i made a pose track, and an IK track. Then i modified the character with skeleton movement in the pose editor. Point is that i still don't know how to avoid distortion when moving the skeleton.
This is the link to the manual: http://www.housepixels.com/aoimanual/an … l#IK_track
And the images about distortion, remember?![]()
![]()
![]()
The Checkbox related is checked, so what's the matter?
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Have you made a pose that can overcome the situation?
It doesn´t help with no extra pose I guess (though I have zero experience here).
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Hello Mayid,
...what about weighting? Have you tried that? It won't be able to avoid disortion completely, but maybe will help a little bit.![]()
..and here is a source from Pete ---> http://www.viddler.com/explore/peteihis/videos/17/
Kind regards
Siri
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Have you made a pose that can overcome the situation?
It doesn´t help with no extra pose I guess (though I have zero experience here).
When i add the pose track, character is converted to actor. Then i just add a new pose, and i apply it to a keyframe. With no luck (because of the distortion).
About the IK weight... i want to try. But why my "Color surface by" option is disabled? (not trying to do this with an actor. Just with a PM mesh).
Ough! I have a problem with eyes and hat. For some reason the get out of their place each time i open the file.
I think this happened to me before and we talked about it, but i don't remember if there's a solution or not. Maybe the file is corrupted because of the red alerts and crashes?
Last edited by mayid (February 9, 2010, 8:10 am)
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I have just tried to put "1" as bones weight, but i still can't solve this. There must be a way since the manual tells it's possible to avoid the distortion.
Here's a screenshot of the mesh i'm working in:
EDITED: Mhm.... Now i realize that IK TRACK has nothing to do with Pose Tracks. The 'Use Gestures to Shape Mesh' option is just for the IK distortion track. But for Poses, i should modify the meshes manually each time it's needed. Right?
Last edited by mayid (February 9, 2010, 9:10 am)
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I'm not too fond of the bones in AOI... seems very easy to get bones and meshes tangled, and not so easy to untangle. Some of my difficulty is because I am still learning, but some is because AOI is not as good in this department as other editors (like Blender). Just keep that in mind. If you keep your bone movements simple, it should work. Walking, gesturing, and even picking up objects should be okay. Dancing, fighting, and wild complex movements will probably be very difficult.
The "Use Gestures" box, as I understand it, looks at poses to see examples of when bones are rotated. It goes through the list of poses and says "oh, okay. When bone 4 is rotated, the mesh verticies should be expanded out like this!"
To get the result needed for an elbow bend, or the dancing cucumber example in the manual, you need to make a pose by moving the bone and yes, manually modify the mesh.
My suggestion:
Make a pose for each bend that needs to be fixed. Name them something easy to identify later, like "Left Elbow Bend", "Right Elbow Bend", etc.
In the pose, move the bone. It will distort the mesh, so you have to fix this by hand.
Once your pose is set up, try using the IK track to make the character wave. With the "Use Gestures" box checked, the mesh should be deformed correctly.
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Ok. I'm understanding this.
Manually modifying the mesh after moving bones is just fine. It's much better that using just skeleton movements.
I'm not on an animation project already, but it seems that poses have something powerful. Enough to try'em against the default mesh editors. This, because of the ability to blend generated poses and for the possibility of returning to the default pose easily (without loading a file, you know). So, i'll see what i can do. Thanks! This is solved.
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Hi!
I had already forgotten that video that Siri posted the link to. 
But yes: Basically the mesh will keep from getting disfigured if each vertex can be ancored with 100% weight to a bone. That would work for insects and robots. To some extent it also works for "soft animals" with long legs, but that reguires guite a bit of attention to how the mesh is built. ..and how the skeleton is built.
So poses and gestures it shoud be. Though making poses is also a lot easier if it is possible to make the mesh behave logically to start with. Quite often that, would then mean manually setting the IK-weight for every vertex and it might still not work perfectly.
One thing that is worth testing is the "IK-Blend" value, that the editor asks when you attach the mesh to the skeleton. By default it is 0.5, though more natural results can often be obtained with a *way* lower value.
And btw it's possible to make poses for actors even without bones, but then the vertices travel through space on a linear track instead of following the natural looking tracks. That technique might work for some single cell aminals like amebas. 
Last edited by peteihis (February 9, 2010, 10:46 am)
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