On Fri, Oct 25, 2013 at 4:16 PM, Francisco Ramirez
<
fraco....@gmail.com> wrote:
> hi james, apologies for the intrusion, but just wondering if joints in
> animata are –necessarily– named in order to osceleton to read them? thnx
Animata will handle OSC messages using any name you decide to use.
For example, you can name joint or bone "FooBone" and then send the
message "/joint FooBone 100 400" to move it.
OSCeleton, however, does not give you the option of sending arbitrary
messages so it decides in advance what names are to be used.
If you want to move something using OSCeleton you have to use the
OSCeleton joint and bone names. On the other hand, you don't have to
use *all* of them; messages for things that don't exist get ignored.
This is handy if you wanted to move an item based only on the location
of your left hand. Just have a bone or joint named for the left hand
and don't use any of the other OSCeleton names in the same object.
This is also a handy way to see if things are working more or less as
expected. I've found it very tricky to make a custom figure that
plays nice with OSCeleton. There's a fair amount of scaling and
position tweaking needed to get the movement just right. What tends
to happen (for me, at least) is that commands to move the legs pull
against commands to move the head or neck. If you can get away with
it you can just label the head and hands and let "gravity" flow to
have the rest of the body hand down.
James