Hi Matthias..

Thx for all your work.. !

I will be gone for almost all day.. coming back in the evening..

I did take a fast look on the prjs.. and it looks really good... !

I have been using Carriages a long time ago, but I didnt got it working as I wanted, I must have missed something.. besides mentioned my workaround for Juha, he thought it really needed to be an easier way for pickup stuff..=) and mentioned the On/Off of the 'Construct' of the Carriage object, but something needed to be added, to it to "rememeber" its position/rotation when released.. This or something similar would be nice for V6, so you could just animate the hand to the position where the object is, then animate Construct On, move the hand again (now object follows), to new position/rotation..., then animate Construct Off (Object stays where it has been moved !), then move hand....and so on...

I will look at your prjs indepth and see how it all works..
and then test it on my own prj.. and hopefully I will render an anim with my new testdummy character I made recently...
btw..
In that I wanted to change the initial position/rotation for the Head SDS mesh relative to the bone it was bound to.. So I unbound it, then changed the position of the Skel... and rebound the head mesh again.. But the head mesh moved...=(.. to offset the Skel..(by the same distance and with same angle of rotation as what I had changed for the Skel.. =) This means that you can only rebind a mesh when the skel is exactly in the same position and rotation as it was when you for the very first time bound that Particular Mesh to the skel..=) (hehe shouldnt one be able to bind or rebind the mesh in whatever state the skel is in.. ?=) . There really should be a way to delete all this info on the relationship between that mesh and the skel, for just that mesh only ! (or is there such already ?...) btw2.. this offset thingy seems to be there for the carriage and other things as well..hmm

(This is an old annoyance for me..which I had forgotten about..and only thing I had before to fix this, was to use the Unbind all button, which ruins ALL bindings for the whole skel and its bound meshes....=) Somehow last night when this happened, I found by accident, a fix for this..=), but the funny thing is that I really dont know what I did, do fix it..=). bah..

If you or someone already know this, or find out before my memory comesback, let me know =)..

Thx again for all your awesome help ..!

Ok I am out of da house.. cya tonight. !

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..


Hi Stefan,

I prefer to set the initial weights for "start" (move from) and "end" (move to) to zero and "mid" (move or hold) to one (the object is carried all the time). Now animate the hand/character and set the weight for all "states" after having the
grab and ungrab moment you like.
Then it's easy to copy the position and rotation data to "start" and "end"
to have an exact matching (or simply drop the "start" and "end" first in the "mid" object, play the anim to grab, drop out "start", play to ungrab and drop out "end",
then set the weights).
I complex anims it should be useful to have chors based on other chors
(all fingers to on grab-weight, "move to weight" based on grab or something like this)
for easier changes after having a first setup, but for "normal" anims the
"grab-with-carriage-instead-of-LatticeMapping-objs+anim.r3d" or the
other file should be o.k. in my opinion.
Little hint: I set the chor curve interpolation type first to "Poly Line" to have an easier animation flow, then after having all keyframes I set it to "Bezier" to smooth
out the movement with the handles, which is working fine in my opinion.

Hope that's helpy,
Matthias



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