Path: utzoo!attcan!utgpu!jarvis.csri.toronto.edu!mailrus!uwm.edu!gem.mps.ohio-state.edu!ginosko!uunet!portal!cup.portal.com!DAVID_LYNN_BRUMFIELD
From: DAVID_LYNN_BRUMFIELD@cup.portal.com
Newsgroups: comp.sys.amiga
Subject: Re: sa4d
Message-ID: <22604@cup.portal.com>
Date: 28 Sep 89 04:41:57 GMT
References: <0160.AA0160@sosaria> <11736@mcdphx.phx.mcd.mot.com>
Distribution: usa
Organization: The Portal System (TM)
Lines: 22

Use a Spline with 2 knots at the extream ends. Adjust the knot Speed at the
top end of the spline so the vertices are closer to the top than the bottom.
Remember the approximate distance you move the slider to the left or right.
Now adjust the Slope to give the Spline a more gentle curve. Go to the Lower
knot and adjust the Knot speed slider in the opposite direction and the same
length from the center as you did the top knot. This will give you evenly spac
verticies from one knot to the other. If you don't change the speed on both,
the spacing will only change to the half way between the knots. The next part
is harder. That is to get the Squashing effect. I like to use the Cycle object
method  as seen in the "chip" (henry?) animation on the data disks. Make a
different version of your ball in steps of squashedness. Name them as the Manu
tells you, with numbers, to get the proper degree squished ball at the particu
frame you need it. This may seem like a very complex way to do this animation,
but it is much easier to adjust the single squished balls one at a time seprat
than to try to adjust the Key frames and get into the horrible cycle of having
fix your next frame because you just "fixed" the one before it! Read the text
file that came with Henry. It will help you understand how to do this type
of animation. Another good thing about doing it this way, is the Spline can
also be a path at the same time and by moving the knots only you can determine
where the ball comes from and where it lands very simply!! Sculpt 4D is THE
most powerfull animation program I use.
                                        David B.