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
>
>
>
>
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