Hi Matthias,

I tried your new tutorial - again not great success.

The point of confusion for me is where you say [ in your first picture of the tutorial ]: ( http://www.matthias-kappenberg.de/index.php?id=123&tx_ttnews[tt_news]=18&tx_ttnews[backPid]=124&cHash=1c2b0b220e )

 "The Local Coord Sys is placed after the creation of the Skeleton"

The localized POINT - if I can call it that - is at the hip joint of the skeleton. I now press NORMALIZE and it hops "down" the screen to - I assume - 0,0,0. It is essential to draw the skeleton from the outset at 0,0,0? A sub tute on the Co-ord Sys would not go amiss here. I know its more detail, but if this part is wrong - the whole process will not work properly. I did all of what you said [ at least I think I did ], but when I finally moved the hip IK object, the whole skeleton jumped up the screen - leaving the foot and leg IKs where they were. Though the whole skeleton did roughly do what was to be achieved - ie solid on floor.

Cheers
Aidan

At 01:33 03/12/2005, you wrote:
 Hi Aidan,

Tutorial is on the run:
http://www.matthias-kappenberg.de/index.php?id=120
(I'll add text in the images later)

I'm sure your error is in the skeletons local coordsys.
Make sure y-axis is up, if you're in object edit mode.
And make sure it's local y-axis is placed at globals y-axis 0.
(You'll get strange results in LW, too, if you're working
in local coordsys and exspect global coordsys response ;-)
While the script is talking to itself, it's working in local coordsys.
The advance is at this point, that's easy to assign to other
skeletons, without loosing a per skeleton control, where
the "stop at y=0" can be easy animated.

Have a look at my file. Select the skeleton, switch off "edit".
Look how and where the local coordsys for the legs is placed.
The IK-Position is relativ to the skeletons local coordsys.
That's important. Have a look at the attached file.
I'll write a complete tutorial.

Thanks for the "went nuts" message, sometimes it's hard to explain
what I did, and then I miss some steps (in this case the readjusting the
coordsys).

Hope it's helpy,
Matthias


> ----- Original Message -----
> From: "Aidan O Driscoll" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Friday, December 02, 2005 1:32 PM
> Subject: Re: Message to the REALSOFT Mother Ship .... CHARACTER ANIMATION!
>
>
> > Matthias
> >
> > I thank you again for this explanation. BUT I must be doing something
> wrong.
> >
> > I opened a new file - added a Flat cube as the floor. Now created a Leg
> > Skeleton. 3 Bones [ as you did ]. Setup the Constraints. Then added 3 IK
> > Objects at the points you did. Binded them. Now added your script.
Grabbed
> > the Hip IK and moved it down - the Skeleton went nuts, flitting all over
> > the place. Your original file works for me, but a recreation does not -
so
> > maybe I am missing something,
> >
> > Aidan
> >
> > At 01:00 02/12/2005, you wrote:
> > >Hi Aidan,
> > >
> > >first of them all:
> > > >>"Cannot Read Object 'hsv=Realman Script(brg)', Class not installed
> (2139)
> > >Error:r3root:557
> > >This error occurs because I've replaced the standard GI Brightness
> control
> > >shader
> > >with the Realman GI Brightness Control. Please ignore this. It's not
> > >important,
> > >and for other files I'll build another startup file for my scenes.
> > >
> > >The Script should work on every skeleton with "IK-targets".
> > >To understand my idea behind it a little bit more:
> > >Open from "Windows" the "Attribute" window
> > >Drag and drop the desired object (the skeleton) in this window
> > >A list should show you the avaible attributes of this object
> > >All of this should be accessible via script and some other things
> > >like user defined channels maybe, too ;-)
> > >
> > >Now my poor script:
> > >(Note you must set in Properties window "Script" -->"Command Language"
to
> > >"Javascript")
> > >
> > >=== iktwo = Self.GetIKPosition(2);
> > >^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
> > >(iktwo is a by me defined variable(container where I can store
something
> > >like data, chips or beer)
> > >Self is the object itself (the skeleton in this case)
> > >the points of the skeleton are in hirachical order:
> > >0= beginning of the skeletons first joint
> > >1= point between first and second joint
> > >2= point between secong and third joint ....)
> > >Get means Get data from whatever is described next
> > >(in this case) IKPosition, but which IKPositon
> > >(in this case) (2) the Postion of point 2
> > >this value (x,y,z data values) is now stored in "iktwo"
> > >
> > >now the question:
> > >
> > >===if(iktwo.y > 0)
> > >===    iktwo.y = iktwo.y;
> > >===else
> > >===    iktwo.y = 0;
> > >^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
> > >If iktwo's y value is greater than 0 than let iktwo be iktwo
> > >else ( iktwo's y value is equal or smaller than 0)
> > >iktwo should be 0
> > >(iktwo's x and z data are untouched)
> > >
> > >now I'm using iktwo:
> > >
> > >Self.SETPOINT(2 , iktwo);
> > >// Script for Point (Joint) 2 ends
> > >
> > >This should be the beginning of a small scripts in everyday use
tutorial.
> > >Have a LOOK at the realsoft/scripts/js folder
> > >especially at the /real/objects folder , look at the end of the files
> > >"this.Get....." and "this.Set...."
> > >
> > >DO NOT TOUCH OR MODIFY THIS FILES it can result in a strange
> > >behaviour or crashes of RS, but if nobody else in the room have a look.
> > >It'll help you to understand the scripts.
> > >
> > > > This is exciting [ to us into Character Animation ]. If this works
in
> a
> > > > general sense it will be fantastic. A tool in fact that should then
be
> > > > included by default in REALSOFT. Can scripting like this enhance
more
> > > > functionality in general for Character Animation in particular?
> > >
> > >In my opinion yes, because you can override animators and fix points,
> > >or you can fast and easy transfer psitions from one object to another.
> > >Open "Samples"-->Constraint-->Set Color with Time
> > >Play with this and then you've written your first own script :-)
> > >
> > >Big thanks to Frank Dodd at this point for Building Blocks
> > >and all other people who have written and shared their work.
> > >
> > >Feel free to ask.
> > >
> > >Hope it's helpy at all,
> > >Matthias
> >
> >
>

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