Hi Stefan,

in Chor-Window ?!?

Matthias

Uuuups, value was at 0.0xxx and should be at 0 at frame 149
wrong explained by me, sorry.
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

> 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
> > >
> >
> >
> >
> >
> > --
> > No virus found in this incoming message.
> > Checked by AVG Free Edition.
> > Version: 7.5.430 / Virus Database: 268.15.3/562 - Release Date: 12/1/2006
> > 1:12 PM
> >
>
>
>
> --------------------------------------------------------------------------------
>
>
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.430 / Virus Database: 268.15.3/562 - Release Date: 12/1/2006
> 1:12 PM

Attachment: chor-window-0-149.gif
Description: GIF image

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