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Dir3d-l Digest, Vol 8, Issue 7

Dir3d-l Digest, Vol 8, Issue 7

2004-01-08       - By dir3d-l-request@(protected)

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Today's Topics:

  1. Camera following (Christophe Leske)
  2. Re: Camera following (Thomas Westin)
  3. RE: Camera following (Christophe Leske)
  4. Re: Camera following (Lucas Meijer)
  5. RE: Camera following (Christophe Leske)
  6. RE: Camera following (Christophe Leske)
  7. Finding the landing point (Allen Partridge)
  8. flash/video texture suggesti ons? (Tom?) (Kevin Moesker)
  9. RE: Camera following (Colin Holgate)
 10. Re: flash/video texture suggesti ons? (Tom?) (Colin Holgate)
 11. Re: Camera following (Neto)


-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --

Message: 1
Date: Thu, 8 Jan 2004 14:19:10 +0100
From: "Christophe Leske" <leske@(protected)>
Subject: [Dir3d-l] Camera following
To: <dir3d-l@(protected)>
Message-ID: <000701c3d5ea$012150d0$1db9fea9@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

I got a tricky question here:

I got a camera here that is supposed to follow a jumping object. It does
not need to follow all of its movement, but should make sure that the
object always stays in a rough middle of the view frustrum.

How to do that? I am almost looking for somewhat like a dampened
parent-child connection between camera and object.


Thanks in advance for any help,

Christophe Leske

http://www.multimedial.de
mail: info@(protected)
tel. +49-(0)211 230 99 70
.:.  f�rstenwall  157 .:.
:::  40215 d�sseldorf :::





-- ---- ---- ---- ---- ---- --

Message: 2
Date: Thu, 08 Jan 2004 14:51:49 +0100
From: "Thomas Westin" <thomas.westin@(protected)>
Subject: Re: [Dir3d-l] Camera following
To: dir3d-l@(protected)
Message-ID: <fc.00802e9a007d889f3b9aca00809b235d.7d88ba@(protected)>
Content-Type: text/plain; charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1

dir3d-l@(protected) writes:
>How to do that? I am almost looking for somewhat like a dampened
>parent-child connection between camera and object.


havok has a good script for this in their Character Controller example,
there is a parent script for camera tracking.

check under Documentation at
http://oldsite.havok.com/xtra/

Kind regards,
Thomas

__ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ __
Game Accessibility Survey http://www.igda.org/accessibility/survey.htm
Award Winning 3D Game for Blind and Sighted: www.terraformers.nu
::Developer
Game Accessibility SIG www.igda.org/accessibility ::Chairperson
Multimedia + Pedagogics since 1993!  www.mmedu.net ::Teacher
Web3D, Accessibility and Games www.pininteractive.com ::Co-founder


-- ---- ---- ---- ---- ---- --

Message: 3
Date: Thu, 8 Jan 2004 15:21:08 +0100
From: "Christophe Leske" <leske@(protected)>
Subject: RE: [Dir3d-l] Camera following
To: <dir3d-l@(protected)>
Message-ID: <000001c3d5f2$ab1f1a10$1db9fea9@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

Thanks Thomas,

Will do.

Christophe Leske

http://www.multimedial.de
mail: info@(protected)
tel. +49-(0)211 230 99 70
.:.  f�rstenwall  157 .:.
:::  40215 d�sseldorf :::


> -- --Original Message-- --
> From: dir3d-l-bounces@(protected)
> [mailto:dir3d-l-bounces@(protected)] On Behalf Of
> Thomas Westin
> Sent: Thursday, January 08, 2004 2:52 PM
> To: dir3d-l@(protected)
> Subject: Re: [Dir3d-l] Camera following
>
>
> dir3d-l@(protected) writes:
> >How to do that? I am almost looking for somewhat like a dampened
> >parent-child connection between camera and object.
>
>
> havok has a good script for this in their Character
> Controller example, there is a parent script for camera tracking.
>
> check under Documentation at
> http://oldsite.havok.com/xtra/
>
> Kind regards,
> Thomas
>
> __ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ __
> Game Accessibility Survey http://www.igda.org/accessibility/survey.htm
> Award Winning 3D Game for Blind and Sighted:
> www.terraformers.nu ::Developer Game > Accessibility SIG
> www.igda.org/accessibility ::Chairperson Multimedia +
> Pedagogics since 1993!  www.mmedu.net ::Teacher Web3D,
> Accessibility and Games www.pininteractive.com ::Co-founder
>
> __ ____ ____ ____ ____ ____ ____ ____ ____ ____
> Dir3d-l mailing list
> Dir3d-l@(protected)
> http://nuttybar.drama.uga.edu/mailman/listinfo> /dir3d-l
>




-- ---- ---- ---- ---- ---- --

Message: 4
Date: Thu, 08 Jan 2004 14:49:59 +0100
From: Lucas Meijer <lucas@(protected)>
Subject: Re: [Dir3d-l] Camera following
To: dir3d-l@(protected)
Message-ID: <3FFD6007.4000006@(protected)>
Content-Type: text/plain; charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1; format=flowed

Hey Chris,

I find this to work well most of the time:

don't link the camera to the object.

each frame/timestep:

campos�mpos+(objectpos-campos)*tFactor
camera.pointAt(objectpos+vector(0,0,10))

where tFactor is the 'looseness', typical values would range from .005 to .2

Bye, Lucas


> I got a tricky question here:
>
> I got a camera here that is supposed to follow a jumping object. It does
> not need to follow all of its movement, but should make sure that the
> object always stays in a rough middle of the view frustrum.
>
> How to do that? I am almost looking for somewhat like a dampened
> parent-child connection between camera and object.
>
>
> Thanks in advance for any help,
>
> Christophe Leske
>
> http://www.multimedial.de
> mail: info@(protected)
> tel. +49-(0)211 230 99 70
> .:.  f�rstenwall  157 .:.
> :::  40215 d�sseldorf :::
>
>
>
>
> __ ____ ____ ____ ____ ____ ____ ____ ____ ____
> Dir3d-l mailing list
> Dir3d-l@(protected)
> http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
>
>


-- ---- ---- ---- ---- ---- --

Message: 5
Date: Thu, 8 Jan 2004 15:57:54 +0100
From: "Christophe Leske" <leske@(protected)>
Subject: RE: [Dir3d-l] Camera following
To: <dir3d-l@(protected)>
Message-ID: <000601c3d5f7$d09b8f80$1db9fea9@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

Thanks,

But my object jumps. Since you are pointing the camera every step, this
yields to a constanly moving camera.

Christophe Leske

http://www.multimedial.de
mail: info@(protected)
tel. +49-(0)211 230 99 70
.:.  f�rstenwall  157 .:.
:::  40215 d�sseldorf :::


> -- --Original Message-- --
> From: dir3d-l-bounces@(protected)
> [mailto:dir3d-l-bounces@(protected)] On Behalf Of
> Lucas Meijer
> Sent: Thursday, January 08, 2004 2:50 PM
> To: dir3d-l@(protected)
> Subject: Re: [Dir3d-l] Camera following
>
>
> Hey Chris,
>
> I find this to work well most of the time:
>
> don't link the camera to the object.
>
> each frame/timestep:
>
> campos�mpos+(objectpos-campos)*tFactor
> camera.pointAt(objectpos+vector(0,0,10))
>
> where tFactor is the 'looseness', typical values would range
> from .005 to .2
>
> Bye, Lucas
>
>
> > I got a tricky question here:
> >
> > I got a camera here that is supposed to follow a jumping object. It
> > does not need to follow all of its movement, but should
> make sure that
> > the object always stays in a rough middle of the view frustrum.
> >
> > How to do that? I am almost looking for somewhat like a dampened
> > parent-child connection between camera and object.
> >
> >
> > Thanks in advance for any help,
> >
> > Christophe Leske
> >
> > http://www.multimedial.de
> > mail: info@(protected)
> > tel. +49-(0)211 230 99 70
> > .:.  f�rstenwall  157 .:.
> > :::  40215 d�sseldorf :::
> >
> >
> >
> >
> > __ ____ ____ ____ ____ ____ ____ ____ ____ ____
> > Dir3d-l mailing list
> > Dir3d-l@(protected)
> > http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
> >
> >
>
> __ ____ ____ ____ ____ ____ ____ ____ ____ ____
> Dir3d-l mailing list
> Dir3d-l@(protected)
> http://nuttybar.drama.uga.edu/mailman/listinfo> /dir3d-l
>




-- ---- ---- ---- ---- ---- --

Message: 6
Date: Thu, 8 Jan 2004 16:26:43 +0100
From: "Christophe Leske" <leske@(protected)>
Subject: RE: [Dir3d-l] Camera following
To: <dir3d-l@(protected)>
Message-ID: <000901c3d5fb$d2c43f10$1db9fea9@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

Maybe i should rephrase my question:

I would need an interpolated pointat-function for the camera, which
slowly moves from one target to the next.

I must be missing something here, i am also looking for the pointat
target of the camera, but i can�t find the lingo...
Maybe there isn�t even such a thing? I can�t remember..


Thanks,
Christophe Leske

http://www.multimedial.de
mail: info@(protected)
tel. +49-(0)211 230 99 70
.:.  f�rstenwall  157 .:.
:::  40215 d�sseldorf :::





-- ---- ---- ---- ---- ---- --

Message: 7
Date: Thu, 8 Jan 2004 10:31:28 -0500
From: "Allen Partridge" <partridge@(protected)>
Subject: [Dir3d-l] Finding the landing point
To: <dir3d-l@(protected)>
Message-ID: <003e01c3d5fc$7c867f90$d1fea8c0@(protected)>
Content-Type: text/plain;   charset="us-ascii"

Okay - my head hurts.

Has anyone got an efficient way to find the landing point of a
projectile (imagine target image at landing point of a ball arcing
according to force / gravity.)?

Without running all of the frames= I'd like to know where that ball will
hit. This is further complicated by the fact that it's hitting a ground
that is rotated on the x, so the ground is sort of uphill as we go.

So I guess what I'm asking is ... given a constant velocity, a constant
gravity and drag and a dynamic launch trajectory is there a shortcut way
to find the point at which a projectile will intersect with an angled
plane - rather than repeating through all of its steps.

Things that you might need to know; --

I calculate the gravitational force like this;

pInitTime is created earlier = just the start time in milliseconds when
the projectile is launched.
pDir is the initial launch trajectory, also passed in when launched

pTimeLapsed   = ((the milliseconds - pInitTime) * 0.001)
pGravity      = vector(0, -(9.8/pTimeLapsed*pTimeLapsed),0)
pMomentum     = ((pDir*(pVelocity*pDrag))+(pGravity*0.0333))
tSpeed        = pMomentum.magnitude
pDir          = pMomentum.getnormalized()
pModel.translate(pMomentum)


I of course do some other stuff, but this is the basic motion section.
Obviously I don't want to have to repeat through this to figure out
where it will end up, I have plenty of stuff to draw on screen without
all of that and there are potentially 40 - 50 projectiles in the virtual
air at once so I need a much faster targeting solution.

Thoughts???

--al







-- ---- ---- ---- ---- ---- --

Message: 8
Date: Thu, 08 Jan 2004 15:39:28 +0000
From: "Kevin Moesker" <sendmeel2me@(protected)>
Subject: [Dir3d-l] flash/video texture suggesti ons? (Tom?)
To: dir3d-l@(protected)
Message-ID: <BAY2-F81v5y4FypKsEg0001418d@(protected)>
Content-Type: text/plain; charset=iso-8859 (See http://iso-8859.ora-code.com)-1; format=flowed

Hello thanks for your response,

I will look at your example, even while i solved the problem by making use
of your tips on how to do it. Only how it was exactly implemented is what I
was wondering about.

I did already understand that i cannot load a flash member as a texture.
Only a bitmap can be rendered as a texture. But when i tried to make an
image of the Flash member it only showed frame 1.


What i eventually did is make my director movie bigger than is actually
needed.
Then get the flash sprite on stage in the area that will not be seen in the
embedde director in HTML.
Then through imaging make a image(bitmap) of that area from the stage object
instaid of the flash member itself.

member("target").image.copyPixels ((the stage).image,
member("target").image.rect, rect(319,4,512,197))

And then apply it as texture.

pTexture.member=member("Target").member

It saved a whole lot of time seeing your tips in this list. I can see this
would have been kinda tricky to find out on my own. ;)

Besides having an animation I call the self made functions in actionscript.
The texture itself will not simply be an animation but it's more of a screen
displaying unit having pre written functions in flash.

I am using this as texture for gambling machine. The upper part of a
gambling machine is animated but not simply a frame animation from beginning
to the end. It has the animation devided in logic parts and even layers to
display digital numbers like how many points you have. So all nice functions
i can call from lingo. :) Your technique to apply flash texture to the 3d
world has opened a whole wide range of possible implementation.

I'm very gratefull

Thanks,

Kevin.

__ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ __
MSN Zoeken, voor duidelijke zoekresultaten! http://search.msn.nl


-- ---- ---- ---- ---- ---- --

Message: 9
Date: Thu, 8 Jan 2004 10:51:44 -0500
From: Colin Holgate <colin@(protected)>
Subject: RE: [Dir3d-l] Camera following
To: dir3d-l@(protected)
Message-ID: <p06020401bc232c472ab2@[192.168.0.72]>
Content-Type: text/plain; charset="iso-8859 (See http://iso-8859.ora-code.com)-1" ; format="flowed"

>I must be missing something here, i am also looking for the pointat
>target of the camera, but i can�t find the lingo...
>Maybe there isn�t even such a thing? I can�t remember..

At times like this I wish that guy who got me
started with 3D lingo was around to help. Oh
wait, that was you!

You normally would interpolate transforms
(duplicate the current transform, apply the full
change to the duplicate, then interpolate the
actual transform part of the way towards the
adjusted duplicate). If there's something in the
camera transform that can't be controlled, you
can work around that by having a model as the
camera's parent, and do all the transforms to the
model instead of the camera.



-- ---- ---- ---- ---- ---- --

Message: 10
Date: Thu, 8 Jan 2004 10:57:24 -0500
From: Colin Holgate <colin@(protected)>
Subject: Re: [Dir3d-l] flash/video texture suggesti ons? (Tom?)
To: dir3d-l@(protected)
Message-ID: <p06020402bc232d7a72df@[192.168.0.72]>
Content-Type: text/plain; charset="us-ascii" ; format="flowed"

>I did already understand that i cannot load a flash member as a
>texture. Only a bitmap can be rendered as a texture. But when i
>tried to make an image of the Flash member it only showed frame 1.

The way you ended up doing it is probably better, but just so you
know, you could have used the Flash member's image by setting the
posterframe of the member to the frame of the sprite. Then the image
would have been right.


-- ---- ---- ---- ---- ---- --

Message: 11
Date: Thu, 8 Jan 2004 13:17:58 -0300
From: "Neto" <neto@(protected)>
Subject: Re: [Dir3d-l] Camera following
To: <dir3d-l@(protected)>
Message-ID: <005301c3d602$fb3f1580$1501b2aa@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

Duplicate the camera's target model's transform and store it somewhere (I
suggest a property inside the parentscript/behavior). Call it
"laggedTransform" or something. Then, everyframe, you interpolate the
"laggedTransform" towards the target model's transform by some factor, and
have the camera point towards and follow the lagged transform.

That way you can have your character leave the screen center slightly while
moving, and see the camera smoothly try to track it, instead of a dry
lockon.

-- -- Original Message -- --
From: "Christophe Leske" <leske@(protected)>
To: <dir3d-l@(protected)>
Sent: Thursday, January 08, 2004 12:26 PM
Subject: RE: [Dir3d-l] Camera following


> Maybe i should rephrase my question:
>
> I would need an interpolated pointat-function for the camera, which
> slowly moves from one target to the next.
>
> I must be missing something here, i am also looking for the pointat
> target of the camera, but i can�t find the lingo...
> Maybe there isn�t even such a thing? I can�t remember..
>
>
> Thanks,
> Christophe Leske
>
> http://www.multimedial.de
> mail: info@(protected)
> tel. +49-(0)211 230 99 70
> .:.  f�rstenwall  157 .:.
> :::  40215 d�sseldorf :::
>
>
>
>
> __ ____ ____ ____ ____ ____ ____ ____ ____ ____
> Dir3d-l mailing list
> Dir3d-l@(protected)
> http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
>


-- ---- ---- ---- ---- ---- --

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End of Dir3d-l Digest, Vol 8, Issue 7
*************************************