The shackles are very neat. I had downloaded the earlier chain segment, but somehow missed the finished product. I used to live near the historical 'Yuma' prison in Arizona (the prison referenced in the movie "3:10 to Yuma") and they used shackles very similar to these. They also kept the prisoners' ankle tied to iron balls which they had to carry around in their hands all the time. The prison was right on the river so needless to say, not many prisoners tried to "swim for it". I'm thinking they would be best as an 'Item' type?
If you're looking for model ideas Mark, I've thought that the SoM model set is mainly lacking in miscellaneous decor knick-knacks like wall pictures, table top clutter etc. Such accessories could really flesh out a scene and help break up the 'solid wall of color' effect. SoM has a limit on the number of Objects you can place on a map though, so it's best to combine multiple Objects in one model- like a set of 3 wall paintings etc. I think something like a group of wall tapestries that each display a single 256x256 texture picture would be great. People could swap out the texture with whatever they like.
(2011-06-17, 05:25 PM)airflamesred link Wrote: Anyone got an idea on the move, rotate, element catmull ? I can't envisage how it may work, if it does
I say a little about these in the "Menu Information" document I put together. They affect the path bones/morph-elements take when keynote interpolates between keyframes. "Move" controls bone XYZ path interpolation, 'rotate' is for HPB, and 'element' controls the morph sliders mix ratio. Catmull uses a curved motion.
In the attached picture with Catmull 'Move" on, the selected bone actually moves between keyframes even though both keyframe have it in the same location. With 'Direct' it would stay motionless.