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?
 
Mixer question

Mixer question

2005-03-31       - By Oscar Juárez

 Back
Reply:     1     2     3     4     5     6     7     8     9     10     >>  

then put a neutral pose to your bones before doing the base pose clip
and put it in the mixer with a weight of 1 all the time

if your bones are in neutral rotations you wont get non desired values.




mark wilson wrote:

>Like I said in my other reply, the blending doesn't work the way I want it to.
I know how to get the stuff into the mixer and linked up. If you try this with
the default rig and blend between the Fist and the spread, you don't get a
tight fist, you get a 50/50 of the two. What I want is this:
>
>I set a spread pose where only the global y rotation of the root of the
fingers rotate to close the fingers together
>I then set a fist pose where I only rotate the finger joints in the global z
to close up the hand and make a fist, also the thumb would be rotated into
position.
>
>Then when I blend between these two I want the blending to combine the two to
have 100% of the fist rotations about the global z and to have 100% of the
spread rotations about the global y, not, as it seems to do, average between
them. Taking off Normalise gets close to what I want but just adding them is
not much good unless you take into account the default pose. I think I'm saying
I would like to work in additive mode but from a default pose thats values were
treated as 0. At the moment if you default pose has some rotation on it, it
will get added to the sum and you won't get the correct pose.
>
>Is anyone getting what I'm saying? Sorry if I'm making it confusing.
>
>Mark
>
>
>__ ____ ____ ____ ____ ____ ____
>
>From: owner-xsi@(protected) on behalf of Brad Friedman
>Sent: Thu 31/03/2005 18:28
>To: XSI@(protected)
>Subject: Re: Mixer question
>
>
>
>store each of your predefined poses as a clip.  Apply them to the
>mixer... one per track.  Use the parenting options in each clip to make
>them always cover the whole timline.  Then create proxy parameters from
>each clip's weight into a CPset.  Make sure the mixer is set to normalize.
>
>from this base technique you can expand.  For example, you can put all
>the hand clips under a compound clip.  Then you can blend between that
>compound clip, and other hand animated clips to override your automated
>CPset when you want to.
>
>-brad
>
>mark wilson wrote:
>
>  
>
>>I don't like the way the default rig does it. Having a slider for every bone
is just crazy imo. You might as well just animate the bones direct. The point
of my idea is to have predefined poses for the hands that are hooked up to
sliders, so you can easily blend into hand poses. Then if you need to tweak
those you can just animate the bones to override it. I just think it would be
nicer, and its what I'm used to doing in other packages. I guess this isn't
possible though.
>>
>>Mark
>>
>>__ ____ ____ ____ ____ ____ ____
>>
>>From: owner-xsi@(protected) on behalf of Matt Morris
>>Sent: Thu 31/03/2005 17:19
>>To: XSI@(protected)
>>Subject: RE: Mixer question
>>
>>
>>Is there any specific reason you're going into the mixer for this? I find the
default xsi rig way of doing it is pretty decent, where you have a proxy
parameter set of sliders and also a set of saved actions on the bones for
different poses...
>>
>>-- --Original Message-- --
>>From: mark wilson [mailto:owner-xsi@(protected)]On Behalf Of mark wilson
>>Sent: 31 March 2005 15:00
>>To: XSI@(protected)
>>Subject: Mixer question
>>
>>
>>
>>      Is there any way to get the mixer to do a difference between tracks.
What I am trying to do is blend between static poses to control fingers. This
doesn't seem possible with normalized mixing or additive. When I say blend
between static poses I mean change the weight vaue for the track. So I have a
track for each finger position and set the track weights to get different poses
. Does that make sense? If theres a better way to do it, I'm all ears, or hands,
or whatever. ;-)
>>
>>      Mark
>>
>>
>>
>>    
>>
>
>---
>Unsubscribe? Mail Majordomo@(protected) with the following text in body:
>unsubscribe xsi
>
>
>  
>

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