Hi Matthias..

First impressions of your findings..

Yep.. object returns correctly.. when click in and hit return in that Origin field.. (which already has the correct value..)

This voodoo also works for the copies.. (but not on them directly.., but its not needed.. cause they work as expected after you already did that thing on the first created Carriage for that object.. !)

I will look into this even more, so I wont say its all working perfectly.. before I can be totally sure..
but it indeed looks very promising.. =)..
I have had a blast tonight with some animation tests..(just played around with the carriages..)
It can be used in so many ways..its awesome.. =)

If it all goes well, a tut might be done. =)

well, fun to get passed this.. and get it to finally work.. (fingers crossed.. ) Best to enjoy it until discovering another thing that has to be wrestling the brain to get working ..=) (I will look if the similar thingy for my Skeleton+Mesh, can be fixed in similar way..)

Anyway.. thx alot for keeping up a good and inspiring thread., these types of RS give and take, not only solves specific problems, but opens the eyes for complete new uses of any tool.. =) This part I really love, to use a cool part, or tool or whatever in RS, in completely new ways..=)

This thread, and what it has given.. has already made many ideas come to mind.. =)

I will do some anims..and test things out..

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
----- Original Message ----- From: "Matthias Kappenberg" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, December 05, 2006 10:16 PM
Subject: Re: Carriages can actually be very useful... =) Re: Is there Anyone that... forgotten to say


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
>
>
>
>
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> 1:12 PM
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