Important Note for "cam-with-planes-001.r3d" file If you like to get the "bunch of trees", and like to move the trees to a different location: Open the choreography windows->goto->Properties-> then hold "CRTL" and click the "init" to stop/disable the choreographs lattice. (Look if the little point in front of the last "chor" jumps to "init")
Move the "plane" Enable the lattice with "CRTL+Klick on the last Item in the choreographys tree (in this case the lattice1). Some result: http://www.matthias-kappenberg.de/fileadmin/filme/camera-with-planes-xvid.avi http://www.matthias-kappenberg.de/fileadmin/filme/camera-with-planes.mpg same videos only different formats. Matthias ----- Original Message ----- From: "standley and mungenast" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Saturday, November 04, 2006 4:00 PM Subject: Re: Please confirm that the 'LookAt' Constructor dont work ! > 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.. > >
