Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Cameras
scaleDown command
black out solved
Aircraft Tutorial
Mathematical XYZ ?
Its done This vs That
Its done first week
recommendations for screen video captures?
3DExplorer "Oddity "
New Director
ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Texturing
Big Break Contest Videos
New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Plasma?
Looking for Inspiration
Weird EMail Q
It 's done first week ?
Cherry not cranberry
New game
Camera Animation Problem
Particle plugins?
 
How on earth..... NEUTRAL POSES

How on earth..... NEUTRAL POSES

2004-08-12       - By David Saber

 Back
Reply:     1     2     3     4     5     6     7  

NEUTRAL POSES: they're cool but I noticed something with neutral pose. Once
you set them, they do not really "become" the local coordinates. It's hard
to explain but ... well before you set the neutral pose, the translation
coordinates can be portrayed by the arrows when you 're in "parent"
translation mode. But after you set the neutral pose, the translation can be
portrayed by the arrows when you 're in "local" translation mode... which is
not correct.

a script is worth a thousand words so here it goes:

CreatePrim "Cylinder", "MeshSurface"

Rotate , 0, 0, -31.5, siRelative, siAdd, siObj, siXYZ, , , , , , , , 0

Translate , 0, 14.1250128485558, 0, siRelative, siGlobal, siObj, siXYZ, , ,
, , , , , , , 0

Rotate , 0, 0, -5.625, siRelative, siAdd, siObj, siXYZ, , , , , , , , 0

Rotate , -15.75, 0, 0, siRelative, siAdd, siObj, siXYZ, , , , , , , , 0

Rotate , -4.5, 0, 0, siRelative, siAdd, siObj, siXYZ, , , , , , , , 0

Rotate , 0, -13.5, 0, siRelative, siAdd, siObj, siXYZ, , , , , , , , 0

Translate , -12.4632593337506, 0, 0, siRelative, siGlobal, siObj, siXYZ, , ,
, , , , , , , 0

Translate , 0, 0, -7.87030619100683, siRelative, siGlobal, siObj, siXYZ, , ,
, , , , , , , 0

SaveKey
"cylinder.kine.local.posx,cylinder.kine.local.posy,cylinder.kine.local.posz"
, 1

SetValue "PlayControl.Current", 30

Translate , 0, 0, -16.955025898332, siRelative, siGlobal, siObj, siXYZ, , ,
, , , , , , , 0

SaveKey
"cylinder.kine.local.posx,cylinder.kine.local.posy,cylinder.kine.local.posz"
, 30

SetValue "PlayControl.Current", 15

Translate , 0, 8.25841624962153, 0, siRelative, siGlobal, siObj, siXYZ, , ,
, , , , , , , 0

SaveKey
"cylinder.kine.local.posx,cylinder.kine.local.posy,cylinder.kine.local.posz"
, 15



Now play the animation. Check how the cylinder moves. Set a neutral pose.
Play again the animation and you notices it is a different animation!!

The new animation follows the arrows that are shown when in local
translation mode.

Same goes when the cylinder has a parent such as a null.

So are neutral poses EVIL for animation?



David




-- -- Original Message -- --
From: Dan Yargici
To: XSI@(protected)
Sent: Thursday, August 12, 2004 3:13 PM
Subject: [random praise] How on earth.....


......did I get by without animatable pivots and neutral poses!!!!  Genius!

DAN


---
Unsubscribe? Mail Majordomo@(protected) with the following text in body:
unsubscribe xsi