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#1 (permalink) | ||
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Last edited by Inactive; 01-04-2007 at 02:11 AM. Reason: mispelt blender |
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#2 (permalink) |
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i'm guessing that you are on about the grid which can be altered by using the menu
view > view properties on that dialogue box you have the grid settings on the top left and spacing will alter the distance between the grid lines. if this doesn't help tell me the page on the manual you are working from.
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#3 (permalink) | ||
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Last edited by Direct Current; 01-05-2007 at 02:03 AM. |
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#4 (permalink) | ||
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Last edited by Direct Current; 01-08-2007 at 01:32 AM. |
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#6 (permalink) | ||
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#7 (permalink) | ||
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#8 (permalink) |
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this sounds like you are doing 2D art? i'm not so sure that any dcc application is the best choice for that. if you want to animate a 3D hand then you can do it with blender, but it won't be simple. with 3ds max bones would be used to rig the hand, but i have no idea how to set that up in blender.
i did find a detailed hand here, there are more detailed hands on this site, but this should do if you decide to attempt some animation...
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#9 (permalink) | ||
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Last edited by Direct Current; 01-16-2007 at 01:56 AM. |
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#10 (permalink) |
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its far from mission impossible - animators do it everyday. but there is a lot to grasp, because you'll first need to rig the mesh using bones system. this involves each bone controlling the correct amount of the mesh. the image below is from 3dsmax4.2.
![]() i have 4 bones controlling this leg and the second bone is in full control of the red areas and has no control on the blue areas. the varying colours are areas where the control falls off. so the first controls the thigh and the third controls the foot and the fourth the toes. i then limit the movement of the bones so that when i move the controller at the end the leg doesn't move into break positions. ![]() that white spike is the controller and as you can see i've moved it into an unnatural position, but the foot doesn't follow it because of the limits i've placed on the bones. then you need to start animating. a hand would be easier to animate, because balance isn't required. to get a mesh to walk properly you need to have it looking balanced while doing so. tricky, because it is so in real life.
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