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>Creating and Animating Posable Objects



This tutorial explains how to create a posable object in Bryce, and then animate it. Click on the image to the left to view a 4 sec. clip that is the finished product of this tutorial. The size of the file is 215kb.


First off, create a cube and resize it so that it is tall and skinny. Now, make sure to name each object that you ever make so that when you have hundreds and hundreds of objects in a scene, you never lose track of them. So label this one Finger Base 1. Now Hit Ctrl + D to duplicate the object. Label this box, Finger Middle 1. Drag Finger Middle 1 on top of Finger Base 1. Again, hit Ctrl + D and label this one Finger Tip 1 and place it ontop of Finger Middle 2.

When a limb moves, it rotates around a joint. When achieving this effect in Bryce. The limb never actually moves. It just rotates around a point. To make an object rotate around a point besides the center you need to use the origin handle. Select Finger Base 1. Then click the to bring up the Object Attributes. Now click on the option Show Origin Handle. Now we need to ask ourselves where should the origin handle be placed. If you watch your own hand and bend your finger, where is the one place on your finger that stays in one place? It is at the joint. But where precisley is that point inside the joint? It is not in the middle of the joint, but is on the back of the joint. So that is where the origin handle should go. Drag the origin handle down to the bottom of Finger Base 1 and then drag it to touch the back side of the object. Do these steps on the other 2 objects as well.

OK, now you want to be able to move your finger around. If you have tried rotating Finger Base 1, you would have notice that it rotates by itself and the objects above it stay the same. We want them to move with Finger Base 1. So the first thing that popped into my mind was, group them. Well, you can do that, but it is messy. So a cleaner way is to make Finger Base 1, Finger Middle 1's parent. This way, when you rotate Finger Base 1, Finger Middle 1 moves right along with it, as if it were attached. So highlight Finger Middle 1 and click and hold on the . Drag it over Finger Base 1 until it is highlighted. Then let go and you should have succesfully reunited a family, j/k. Now highlight Finger Tip 1 and click and drag the button onto Finger Middle 1. Now when you rotate Finger Base 1 it moves its child, Finger Middle 1, which in turn rotates its child, Finger Tip 1. But dont do that just yet. A not about linking: If you find that the origin handle on a parent object is in the wrong place, first unlink the child object or else the child object will move right along with the origin handle.

Now it is time for making the actual hand. When positioning objects, move the base object in the parent-child relationship. This piece is Finger Base 1. Highlight Finger Base 1 and press Ctrl + D to replicate the finger. Replicate it 3 times so that you have 4 fingers. Now create a box for the palm of the hand and name it The Palm. Now move each of the Finger Bases around the palm. When you move the Finger Bases the rest of the finger pieces should follow it. When you resize the base finger piece, the rest of the finger pieces resize also. So resize the fingers to the appropriatte size. When making the thumb, delete the end piece because a thumb is made up of 2 segments instead of 3 like the other fingers.

The hand we have now isnt that realistic. When your hand is at rest it is not flat and straight. It is curved. So we want to achieve this effect with our hand. We will rotate our body parts so that the hand is curved. When rotating, always work from general to specific. The most general piece of the hand is the palm, but since we are not going to move the palm we go to the next most general piece, which is the Finger Base. Now rotate the piece slightly inwards. Do this for each Finger Base. Repeat these rotations to the Finger Middles and then to the Finger Tips

Now it is time to animate our hand. Now I always have Auto-Key turned on just as a personal preference. First off you need to modify a small detail (but VERY important) with the finger segments linking. Select all of the objects in the scene by pressing Ctrl + A. Now press the to bring up the object attributes. Go to the linking section by clicking on the tab labeled "Linking". To the right of the word Propagate there are four choices, distance, offset, rotation, and size. All of these should be checked, except for size. Remember that if you want to resize the hand then you must go into the attributes and turn the size option back on. This animation will NOT work correctly with it on. Now, position the camera to where you want the movie to be viewed from. Then move the scrubber 2 seconds forward. Rotate all of the fingers in so that the hand is in a clenched position. Make sure that none of the fingers overlap. Now advance the scrubber 2 more seconds forward and rotate the fingers so that the hand is in a rested position.

Now, if you play the animation you will get a boring, and jerky animation of a hand clenching and unclenching. To make this animation more interesting, you will need to make the rotations happen at different speeds throughout the animation. Now, if you are not very experienced with animation, then this may be a little confusing. Click on Finger Base 1. Then, at the bottom of the screen, click on the little . If thats not there then click on the little . Then it the option should be there. In other words, enter the Advanced Motion Lab. Once you have opened it up then click on Finger Base 1. This should open up several more choices, so then just click on Rotation. This should bring up a graph to the upper left that is a straight line. Modify it to look like the graph to the left. Do this to all of the remaining Finger Bases. What you have just done is modify the rate at which the rotation happens, you told it to slow down as it reaches the middle of the time sequence. This results in a smoother animation. If you had no idea what you just did then I would suggest opening up your bryce manual to page 382 in your Bryce 4 manual and reading about the Advanced Motion Lab.

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