Hi Matthias..
I just wanted to say...
I have now had some revelations with the Carriages..=)..
and the carriages can actually be used for some cool things..=)
Which I planned to use it for in next char anim test...=)
Maybe a mini tut later on..if I ever get some energy..
Only part, its very dependent on its initial creation. and seem only to work
correctly when creating each new one with the needed object selected...and
all need to be setup directly..
The problem arises if you Bind it AFTERWARDS...and also when using Copies of
an already created Carriage.. =(..
And some other strange pitfalls..
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
Hi Matthias..
Ok...that is not good.. and hopefully it will be fixed..
I will take a look and see if its something that needs to be reported, if
its not already is....since its pretty important....
The offset thingies..
I dont want the offsets.....=)..
Well since I dont seem to be able to explain it, and you dont seem to even
see it, even from my prj file..
And its similar to the offset Skeleton and Meshes had... =(
then I just have to leave it...even if its really screwing things up... =(
Maybe some tut from you, where you show your workflow, when you set up
Carriages and so on, might shed some light, that might bring me to see that
I always do it wrong...
But I cant see how..
These things might only show up in a certain combination of ediing or setup,
with several carriages and translations/rotations of them and bound or
Mapped to other constructors like skels and so on.....so maybe is hard to
spot until you stumble across it..=(
Well time to leave this now and try to get on with some actual animating..
=) hopefully will not some more stuff get in the way... =)
Thx again for all your very much appreciated input and help !
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
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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Checked by AVG Free Edition.
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