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
