Hi Chris,

to reposition the planes 2 and 3 simply
open the Windows--> Choreography Window and delete
the "translation" chor
which is inside
the "lattice1"-level of the planes.
Then it should be possible to move the planes ;-)

I'll add a tutorial on my site later.
It's a very simple task to add more planes, too.

Matthias


----- Original Message -----
From: "mungenast and standley" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, November 20, 2005 5:34 AM
Subject: Re: Look-at question - Updated!


> Very interesting, Matthias.
> I had not noticed the dropdown menu "Look at point" on the Map Object
tool.
> I was suspecting that scripting might help for constraining the pitch, but
do not know rpl
> or javascript.
> Thanks a bunch for that! That trick might work to keep the camera from
spinning as well.
>
> So that's the "one frame hehind" bug. What causes that? I think I got rid
of it by mapping
> the whole camera to the camera path curve then the aim point to the target
path curve.
>
> One thing I notice about your file, though, is that I cannot reposition
planes 2 and 3. I
> wonder why. Not ideal if you need to edit a tree's location. Of course, my
set up is
> harder to add trees to. You would have to add another construction object
the camera for
> each new batch of trees you add.
>
> Great discussion. Thanks again for all your great solutions!
>
> Chris Mungenast
>
> Matthias Kappenberg wrote:
>
> > Hi Chris,
> >
> > isn't it easier to simply select the plane and the camera
> > then choose Tools-->Lattice Mapping-->Map Object
> > and there check in dropdown menu "Look at point".
> > Accept the tool. Then open the Properties Window
> > of the plane and uncheck "Translate" in the "Map" tab
> > for this lattice. Hold pitch or bank via script.
> >
> > Switch camera in edit mode and move the cam-position point
> > to see what happens. Move the focus point and look again.
> >
> > See attached file.
> >
> > To switch on and off the "look at" simply open the choreography window
> > and set the "lattice" of the plane to zero (0), you can animate this
> > (But only between "on = value >0" or "off = 0".
> >
> > BTW: Have a look at your scene, the one frame behind bug is
> > in you anim. Play the anim, stop at a random frame (47 or 52 or ....)
> > then click on the frame slider, the camera is jumping then a little bit
> > to the correct position ;-)
> >
> > Matthias
> >
> > ----- Original Message -----
> > From: "mungenast and standley" <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Sent: Saturday, November 19, 2005 7:29 AM
> > Subject: Re: Look-at question - Updated!
> >
> > > Hi Matthias and all
> > >
> > > Matthias, thanks so much for all your work! I hope others will learn
as
> > much as
> > > I did from your tutes.
> > >
> > > I have explored your files and played with Look-at construction
objects a
> > bit
> > > more, and made (for me) a bit of a discovery which I thought I would
> > clarify for
> > > anyone it might help.
> > >
> > > My goal was to have a camera slide through a scene with simple planes
with
> > tree
> > > textures on it, with the the trees turning to stay facing the
camera(but
> > only
> > > rotating on the vertical axis). The attached file has one simple set
up
> > (Rect-1
> > > always faces cam-1), and another setup with a camera and its target
mapped
> > to
> > > separate curves (Rect-2 and Cam-2, slide the animation time slider).
> > Thanks
> > > Stefan for the help on this path part!
> > >
> > > The key for me was how to draw the axis for the Look-at object. In
this
> > case,
> > > the axis needs to be drawn in a vertical direction.
> > > The relationship of the axis you draw with the plane defines the angle
> > > relationship between them forever. You might consider making a
> > construction line
> > > first to trace.
> > >
> > > I started by going into a front view creating a  vertical plane
centered
> > on the
> > > origin (for the tree). While it's still selected, click the Look-at
button
> > on
> > > the construction tab. Now you're prompted to draw an axis. Go to the
side
> > view
> > > and draw it some distance away from the plane in the upward y
direction.
> > Now you
> > > can select this Look-at object and go the Spec tab and deselect
Pitching
> > and
> > > Banking. Now try moving the Look-at object around and watch the plane
turn
> > to
> > > face it. Try moving it up, and see that the plane doesn't tilt up or
spin.
> > Play
> > > with the Pitching and Banking settings to see how it affects the
plane's
> > > behavior.
> > >
> > > Now you can drop the Look-at obect in a camera, or in a level, and it
will
> > > continue to work. The Look-at object should be moved to the camera
> > position
> > > point, as well as placed inside the camera in the select window so it
stay
> > with
> > > the camera.
> > > If you want to change the camera you want the planes to face, drag the
> > Look-at
> > > object in the select window from one camera to another, and move the
> > Look-at
> > > object to the new camera in the view window.
> > >
> > > It is also possible to set up several Look-at relationships initially,
> > then drop
> > > the different Look-ats to different cameras, and simply turn off the
> > Look-at's
> > > "Construction enabled" on the Spec tab for the cameras that are not
your
> > current
> > > camera.
> > >
> > > If you need a WHOLE BUNCH of trees to follow the camera, stack them
all up
> > on
> > > top of each other and select them before mapping to the Look-at
object.
> > They can
> > > be instances, too!
> > >
> > > As with all things Real, the options are only limited by your
imagination
> > once
> > > you get the hang of it. ;o)
> > >
> > > Thanks again, Matthias and Stefan.
> > >
> > > Chris Mungenast
> > >
> > >
> >
>
  ------------------------------------------------------------------------
> >                               Name: cam-with-planes-001.zip
> >    cam-with-planes-001.zip    Type: Zip Compressed Data
(application/x-zip-compressed)
> >                           Encoding: base64
>
>

Reply via email to