Hi Mark..
I dont think its already possible.. if so I think with all my fiddling I
would have found it..=)
I think the mapping is only one way...for now..(only many objects or points
to ONE object, and not One object or a point group to Many objects
I think, for mapping points to or so, to correct object(s), a "Mapping
Distance Value" should be possible to set, like for example there is for
Skeletons bones (joints)
Then any point(s) of a PointGroup that is within this distance of an object
(or more accurately its surface) will be mapped to that....
Having this...
PointGroup (Containing all needed points of one or many objects... like in
this case, tons of 2 point curves)
Cube(01)
Cube(02)
...
...
Cube(n)
Multiselect them in this order, set an option for 'Inverted' and 'PointWise'
(Normally you first select those object you want to map TO the Last
selected, but setting an 'Inverted' option, then the LAST selected is Mapped
TO all other selected objects)
(Maybe also some other option is needed, if the Object you map to, is a
Point edttable object, and you want this as well to affect... almost llike a
Pointwise map Pointwise ... Double pointwise thingy =)
Hope some of it makes sense..! =)
btw..
Is there a way to make that "Spring" material for the Nurbcurves, to keep
its thickness, while also keep the revolutions of the "Spring" ?
As it is now, when the 2 point curve is prolonged, the thickness
increases... (shows when its more prolonged than in your anim..)
Otherwise a nice and fast material to achieve a cool enough look for not so
prolonged springs..
Thx for sharing this material..!
btw2..
I have always thought of that, every used object , tool or so (that are
visible in OGL) should be possible to render in Raytrace as well..
For example.. skeletons, those springs in Chrono..and so on.. so you could
easily (without using composition), blend things easily, especially in
animations..
doing animations going through the Creation process of a scene or part of
it.. and make it all come alive.. get a characters skeleton, fleshed out
adding things to it.. and so on.. =)
(or being able to freely change them for a Raytracable parts..)
Or just use them for simple and fast raytrace previews..
Thx in advance..
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
btw... it would be nice if Lattice Mapping, would have the option so you
could in one go map ONE object to Several others...
For example..[...]
Hi Stefan,
You have a point, in my case it would have been much quicker if I could
have mapped all relevant curve points to one cube, and this 27 times,
instead of all curves separately (or am I stupid, is this already
possible?). That was as far as I was willing to go for a test, very boring
work ;)
What made it worse was that sometimes the mapping failed... they were
automatically deleted when playing the animation. Then I mapped the failed
point again, doing exactly the same thing, and voila, no error! the Some
curves are still refusing to map to the carrier object, maybe I can shift
its COG or something.
Would have helped you alot I bet, instead of you having to map each of
those 2 point curves separatly..
you could have just choosen an option, when having all those curves and
all cubes multiselected, so that it in ONE go mapped all points correctly
to each cube as it should.. !
Or be able to make a pointgroup, and pointwise map that to all cubes in
one go..(Selecting first the PointGroup and then all cubes, IIf that
Option I want would be in there that is..)
Hppe any of that made sense.. =)..
Yes, maybe a few more steps are needed to let RS know which point belongs
to which cube.. Or it could search for the closest distances and decide
for itself ;)
btw2
Yep Chrono, DA and RS can work pretty good together. but I think it
reallyl should be playing along much better..!
Yeah, integration could be better, for example I still can't use RS native
Creator object to spawn either Chrono or DA collision spheres, etc.. let's
hope development will continue!
thanks for your input,
Mark H
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