Me again :-? Less voodoo. Simply click on reset. (voodoo is not working on copies ;-)
Matthias ----- Original Message ----- From: "Matthias Kappenberg" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Tuesday, December 05, 2006 10:03 PM Subject: Re: Carriages can actually be very useful... =) Re: Is there Anyone that... forgotten to say > Hi Stefan, > > one out of my voodoo-box: > > Create an object, deselect all. > Create a carriage > Bind the object to the carriage (object should jump, bah) > Open Properties-->Spec Tab for the carriage > Set Cursour in "Origin" first field and hit "Enter". > > What's going on then on your side? > > Matthias > > ----- Original Message ----- > From: "Beg-inner" <[EMAIL PROTECTED]> > To: <[email protected]> > Sent: Tuesday, December 05, 2006 9:13 PM > Subject: Carriages can actually be very useful... =) Re: Is there Anyone > that... forgotten to say > > > > 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 > > > > > > > > > > -- > > 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 > > >
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