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 > >
