I have a model of a spider.
Basically it is a small front ball connected to a large back ball [abdomen]
then,
I’ve got four extruded cylinders to use as legs, I center them under the body so I can use half of each cylinder as a leg.
For my armatures I call them l1, l2, l3, and l4.
I have 5 bones going down the middle starting from the abdomen;
base, spine1, spine2, spine3, spine4
Connected to each spine are 5 bones on each side;
l1sec0.l, l1sec1.l,… for leg#, sec#, .left
l1sec0.r, l1sec1.r,… for leg#, sec#, .right
I’ve successfully assigned my legs for spine1 and spine2. They work great, I can bend and pose the legs, and my vertices are assigned.
Now, when I select leg3 and the armature and hit ctrl-p to parent my leg sections to the armature… everything goes kablooey.
Blender lags and takes several seconds to complete any action.
Naturally, the first time this happened, I started clicking all over the screen and locked everything up… LOL! After several restarts, and retries, it happens again.
So my question is;
Is this working off processor speed?
I have available ram to run other applications, and my little ram monitor shows I still have more than half my ram available.
Is there a solution to a problem of this sort? Is it because I am using 45 bones?
Can I cut the thing in half and work on each leg half as a seperate entity and then just parent my l#sec#.l and l#sec#.r bones to my spine bones at the end?
Will this ultimately make animating my spider by controlling each of its eight legs unworkable except with supercomputers?
:o
[edit]
here’s a link to what it looks like;
http://workinprogress.0catch.com/
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