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..
> 
> 

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