Hi Stefan,

seems to me that animation framecount is not saved, when
"save selected" is set to objs+anims, maybe a missing
feature or a bug :-(

What is wrong with the offsets?

Matthias
----- Original Message -----
From: "Beg-inner" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, December 05, 2006 12:20 AM
Subject: Re: Is there Anyone that... forgotten to say


> Hi Matthias again...
>
> well I know that..=)
> but what was the FrameRange in your setup, BEFORE you loaded in my prj.?
> 0-149 ?
>
> My Default is set to
> 1-100
>
> I found the little deviation when changed the number of decimals =), odd
> decimal error there..which only shows up at last frame =) (and I didnt see
> the effect of it, since I had Auto Rewind ON=)
>
> The keys on Frame 105 that you say should be at 104.. those are just some
> Conversion errors.. in my prj it works as it should, must be when my 1-100
> prj loads in at your place, if you have lets say 0-149 as your framerange,
> my anim will then convert into that range.. and then some conversion error
> get in..=)
> I tested it here and yep the anim lengthen up to fit the framerange I had
> prior to load the prj in..=)
>
> (So the pickup seems to work good here too, but only with my Move
> Constructors..active, which I added to show you that weird Offset I get...)
> Turn off the Construct for those Move Constructors.. and you see how it ís
> then !!!!!!)
>
> btw..23454 =)
> Dont you ever get any of the Offset thingies of the objects that are bound
> to Carriages and similar Constructor objects.. I talk about..?
> Or do you always create the carriages and such in 0, 0, 0 or so ?
>
> So now this offset it the big thing that I need to get a grip of..and
> understand why it happens.. and what to do about it..=(
>
> thx again...
>
> Take Care
> Best Regards
> Stefan Gustafsson ( Beg-inner )
> A Proud Owner and User of Real3D and Realsoft3D..
>
>
> 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

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