Hi Matthias again..

Will be nice if it is that simple..

but..
hmm =) where do you find keys at those numbers.. when all have the range 1-100 ´here?
both the anim total number and the Keyframer has this 1-100 frames range..
at least here..hmm or dont that get saved if not Animation Section is saved.. ?

And if its just some kind of conversion... how can it differ like you say.. where you see something that is in frame 149 and it should be at frame 0 (or 1 since I have 1 as frame index start..)
Thats a big diff in frames.. =).. which I cant see at all here..

I will look into it.. =)
I will load it in here again.. and see.. =)

I will return.. as superman.. =)

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


Hi Stefan,

in the "Pickup_w_Carriages_w_Offsets_bah_01.r3d"
the cylinder1 weight keyfr has keyframes at 105, they should be at 104.
then it's ok :-) and weight for carriage B value is at frame 149 at 0
it's at 0.0xxxx ;-)

The carriage is in my opinion buggy at this point (the Z-thing)

Matthias


----- Original Message -----
From: "Beg-inner" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, December 04, 2006 10:10 PM
Subject: Re: Is there Anyone that... forgotten to say


Hi Matthias..

(Attached zip contains both the bug, and the Offset I get with the
Carriages...)
(Will be intresting to see if it shows for you.. )

Wonder if I am bug n problem magnet.. ?=) rofl... or maybe I am just
inventing them.. hihi..(I sometimes really wonder..)
So for you the Z field isnt getting a Red conflicting color ?

Ok.. I will prepare a "non" working prj.. that hopefully shows the bug.Z
field one..

You say keyframer must be at top, do you mean already at creation time?
Since if one is going to, as I normally do, set the keys, by dragging the
weight sliders or setting values in the fields.. then the Keyframer needs to
be below the chors which weights you want to animate...and then if needed
move the chor on top..
or do you add the chor first on top, add the attributes from Animate Att
list.. and set their values in the Properties tab of the Chor Win ? or what

btw..
I now actaullly got the other carriages to respond when dragging the
weightsliders..
But hehe.. the object goes to the point in space where the Carriages were
before I moved them into place for Pickup and Release..and not to the
correct place.. =)
it seems to have some kind of similar Offset that is built in from its first
binding.. as I talked about with those bindings to a skeleton. (the head)
=)...
It really shouldnt be this non intuitive.. or maybe its just me.. =)..

btw2
Tuts are always welcome..

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


Hi Stefan,


I've written my comments marked with ===
(maybe you can send a file)

===can't confirm this:===

> If you did like I did.. (did you then notice a bug?..which I at first
> didnt
> see where it happen, only that it all seemed wrong.)
> I MultiSelected the "MidCarriage"+"StartCarriage" and in 'Properties' > Win
> Spec tab.. I click in each of the fields and hit return.. =)
> First..Both X and Y fields where called Y....
> but the major one was that Both selected Carriages got their Y field
> values
> changed to the Z field Value of the First selected "MidCarriage" object.
> =(, and the "StartCarriage" kept its Z Field Value.. (never got the new
> from
> the "MidCarriage" =(.......
>
> So after I figured this out.. almost gave up..=)
> Then I had to move this Z point of the "StartCarriage" in the View Win > to
> match the MidCarriage Z point =)
>
> I bet you didnt have these kind of problems.. =).. so you must have used
> another way.. how?.. =)
> But if you confirm this bug.. then I will look if its already reported, > if
> not, I will report it...


=====the drop in is not working with "carriages", it's only working if you
have "Lattice Mapped" a level and if you're working with things like nurbs
curves, but if you're working with a mapped level put one sphere
(WF+RT-invisible)
on top in the level to avoid "empty level" or displaced "null-position"====

> The other way to position.. the one you mention to drop those others
> Carriages into the Mid (hold),
> at first I didnt see that you Lattice Mapped it and thought it wouldnt
> work..=).. (since bind tool just moves the points.. then dropping things
> into it is not working )=)..
===Yep, maybe a tut is helpy :-?
> But since you used the Lattice Map way, That one worked nicely... will
> keep
> this one in mind for other things as well..
>
> Eventhough I figured things out..
> now a new problem is there.. (which you pointed out in one of your post > on
> the Lattice Map versions..), where some Chors are there but has no
> effect..

==========
Maybe you can post a "not working" file:
Some points: Weight keyframer must be on top of the chor hierarchy,
if the keyframer is weighting a lattice in at the "end" it will not work.

If you like to weight something the initial weight is important,
if it was 1 the weight curve must be between 0 and -1
if it was 0 the weight curve must be between 0 and 1
==========

> This is now the problem with my Start spot and End spot Carriages..(or
> rather the Carriages Chor´s Weights for the MovedObject does not have > any
> affect... they are both Marked in the Animated Attribute list..
> The only one that is working is the Mid (Hold) Carriage chor weight....
> I have had this so many times happened...over a long time.. sometimes I
> get
> things working.. by doing things in a different way.. but at time I just
> have to start over.. =(
> These things are not good for the inspiration.. =)..
>
> I will test some more.. and see if I can get it to work..
> If you know why they dont have effect.. and you have time.. write a > couple
> of lines..
>
> thx again..
>
> 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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