6.10.2 Rotating Skin wound Bones
The purpose of this example is to demonstrate and clarify the purpose
of the secondary skeleton required by the general skeleton method, and
how it can be used for rotating target objects around the primary
skeleton.
1. Create a freeform tube by rotating a curve around a horizontal axis
(Create/Freeform/Rotate). Stretch the tube so that the cross-section
of it is ellipse. This helps you to visualize the animation when it
will be played.
2. Make the freeform tube mesh the current level and subdivide its
control polygon to sub-groups horizontally (each sub-group
should be an ellipse around the axis of the tube).
3. Create a SKELETON method to control the sub-groups (so put it to
the same hierarchy level with them).
4. Create the primary skeleton curve, following the axis of the tube,
under the method.
5. Create the secondary skeleton by using the function
Create/Controls/Axis; draw the axis perpendicular
to the primary skeleton.
6. Select the menu Animate/Control/Refresh so REAL 3D matches the
targets with the skeletons.
7. Now, bend the primary skeleton curve and refresh the animation
system. The freeform tube is bent accordingly.
8. Swap the orientation of the View window so you look along the primary
skeleton, select the secondary skeleton and apply the function
Animate/Create/Rotate to it. This makes the secondary skeleton rotate
around the primary skeleton, making the "skin" (= the tube surface) also
rotate accordingly around the "bones" (= the primary skeleton).
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