Hi Chris..
I am using SP3..
I just here reply fastly, to let you know that I have seen your reply..!
Thx for your indepth explanation of how you use it.. I will look into this
and see if it is SP3, or just me... that is the trouble..!
Any way, if it is not a bug, then its way too problematic and non intuitive
to set up, when even I that have used RS for a millennium (hehe), cant get
it to work directly..
Well will test more, and try to follow your workflow, and see I can get
things to work..
(I have almost always through the years found "Workarounds" for most
things.. , did those Trees face cam thingy years ago with customized
Lattice Mapping...)
The 'LookAt', could have an option, to automatically make all Target objects
to rotate facing the 'LookAt' directly when they get bound, and 'LookAt's
'Construct is enabled...(NO matter where the different Target objects are
when they are bound..they reallly shouldnt have to be in a special place and
special positioned related to the 'LookAt' Object..)
Thx again for your nice reply..!
Will use it later today and test things indepth.. and get back to you...how
things turn out..!
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
Hey Stefan
Are you using SP3? It works for me in SP2. I haven't tried it in SP3 yet.
I might be using it differently than you are intending.
Here's a description of how i use it( if you don't remember this thread)
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).
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)
It's a fussy tool, but works well in the above application.
Chris
Beg-inner wrote:
Hi all..
Can someone please confirm that 'LookAt' Constructor ONLY work as
expected when the bound object is at exactly the world position 0, 0 , 0
?
For example, if you have an eye positioned somewhere else (also the
'LookAt' close by it), and it is bound to the 'LookAt', it wont work
well at all, it flips and behaves badly not near as it should...
If you then move them to 0, 0, 0 (and the LookAt close by..), then
it behaves as I would expect it to..
This made the 'LookAt' Constructor totally impossible to use, even for
a simple char anim..for eyes following stuff =(
If confirmed, is there a workaround for it, until it can be fixed?
I tried also to use the LatticeMapping set to 'LookAt', which seems to
work better, but that messed up, when the 'Lattice' was mapped to Skel
of the character...(or Mapped to a Path..)
(no matter in what order things were mapped..., the Eyes LookAt part,
just stops working as it should..)
I also mapped other ways, but most of them, if they worked, they
suffered from old "Lag" effect..
(Which sometimes can be fixed by how objects and levels are
structured, and also order of chors are important, but wont fix it for
all cases...as for now)
I think this type of thing is important to work..
Thx in Advance...
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..