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.