Re: New to the group and in trouble.

"Henry" <njeneb-/[email protected]>
Newsgroups gmane.comp.video.blender.user
Message-ID <[email protected]>
 I used to use Amiga 3D software.( Scupt4D, Imagine, Lightwave) All 
these programs began inverse kinemetrics with mesh forms first. A 
null object is used for easy path editing, but the bones were put in 
herearchies and the different parts of the mesh parented to them.
 I've only been using Blandera short time, so I am not by any means 
an expert. (I'm still working on what I can do with procedural 
textures.)


--- In [email protected], "ALAN SHENTON" <alan.shenton2@...> 
wrote:
>
> 
>   ----- Original Message ----- 
>   From: grimdwa 
>   To: [email protected] 
>   Sent: Thursday, March 29, 2007 5:54 AM
>   Subject: [Blender] New to the group and in trouble.
>   You should be thinking first about making your model, and then 
creating the skeleton to fit inside the mesh. Once you have both mesh 
and armature you then have to make the armature the parent of the 
mesh, and then.assign specific parts of the mesh to the relevant 
bone. If you don't know how to assign vertices then ask again. 
>   Hello
> 
>   It has been just recently that I begun to work with blender, 
trying 
>   to lear a bit about 3d modeling and animation. 
>   I have so far taken help from the tutorial in "from noob to pro" 
at 
>   the blender website, but there are some things that I just cant 
get 
>   right no matter how closely I follow directions. 
> 
>   I am at this moment trying to model a simple human, I have build 
a 
>   skeleton from armature and am trying to attach some mesh 
(simulating 
>   the ribcage) to it so that I can beggin modeling the anatomy. 
After 
>   following the instructions on the tutorials I go to "pose" mode, 
but 
>   when I try to "pose" the model, the mesh separates from the 
>   armature. 
> 
>   can anyone help me, please?
> 
>   thankfully
> 
>   chuck
> 
> 
> 
>    
> 
> [Non-text portions of this message have been removed]
>
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