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Two Questions Related to the Mixer and Import Objects

Two Questions Related to the Mixer and Import Objects

2005-05-03       - By Guillaume Laforge

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Reply:     1     2     3     4     5     6  

Hi,

> First off "save action key".  I have read the manual and I do not
> understand how you use this feature!

- Put all the objects controling your character in a model.
(If your character is in an other model, put this new model in it too).

- Save an animation clip. ( "store > transfom fcurve" for example )

- Select an object in the model with an animation clip open the animation mixer.

- Put your animation clip on a track ( right clic "insert source" for example).

- Move an object to the desired position at the frame you want.

- Now if you want to save an action key, you must mark the parameter you want
to add keys ( little menu in the bottom right side of the UI for example ).

- Click the Offset Map button.


Hope this help.

Cheers,

Guillaume Laforge
CG artist
www.vol2nuit.fr


2005/5/3, walksfar@(protected) <walksfar@(protected)>:
> Hello peterb, alright I understand but I still have a few questions.
> First off "save action key".  I have read the manual and I do not
> understand how you use this feature! Does it work on
> effectors,constraints or just objects (aka polygon objects)? If it
> does work on constraints, effectors I have done what I wanted to and
> hit that key but nothing happens? Instance a clip? And I go by the notion
> that "offset
> key works similiar to "save action key" as in description on how to
> use!  And one other thing, in terms of bring in models as you
> mentioned, I understand what to do and what I did wrong :) There still
> is something though, you can import the model and along follows is the
> source into the mixer only the model does not animate !!! How do you
> import the model with chains\constraints etc all in one, it does not
> work what is the work around?
>
> -- ---- ---- ---- ---- ---- ---- ---- ------
> Monday, May 02, 2005, 2:19:04 AM, you wrote:
>
> p> Hm this is a lot to answer, and theres quite some you can find in the
> p> manuals and tutorials...
> p> but something to get you started:
>
> >> Hello there, I got two questions first off how can you edit animation
> once
> >> it's in the mixer? Can you edit the animation and the mixer updates
> >> automaticlly or how do you do this?
> >>
>
> p> you can animate your character with fcurves (saving keys on the bones)
> p> saving this out as a clip makes it usable in the mixer.
> p> It still just a bunch of  fcurves though, and you can go into the clip>
> right mouse >> source... > edit source.
> p> Your curves are there and editable. This will affect all clips in the
> mixer
> p> that use this source!
> p> It might be more intuitive though to "apply the action" (convert the
> clip
> p> into fcurves on you object) again, edit them, and save this out as a new
> p> clip.
> p> So yes the mixer will automatically update, since the mixer is just
> p> references to these sources. If the sources change, the result from the
> p> mixer changes.
> p> Keep in mind that actions in the mixer can be more than just curves,
> they
> p> can be constraints, expressions,...
> p> You also can have animation both in the objects fcurves and in the
> mixer. In
> p> this case the mixer will override the fcurves when there is something in
> the
> p> mixer, if not the fcurves will be used.
>
>
> >> Second question is I know you can create static poses, but can you
> import
> p> a
> >> model into another scene and load a static state (as in with the chains
> >> within the model) without any animation and just animate how you want to
> p> in
> >> that scene without any previous animation being applied?
>
> p> Sure you can.
> p> Keep in mind that a mixer is a property of a model. So each model will
> have
> p> its own mixer.
> p> (and make sure to make a model out of your animated object, if not the
> mixer
> p> will get created on the scene level, and this will become very messy)
> p> If you import a model with a mixer, it will import the sources too.
> p> So you can perfectly import a model with a lot of stored actions or
> poses,
> p> but none placed in the mixer. This will give you a non-animated object,
> p> ready to start playing around in the mixer.
>
> p> Actions (fcurve driven actions that is) are a bunch of fcurves, that are
> p> related to objects, based on hierarchy and name.
> p> This means that if you have two models with the same structure, eg the
> exact
> p> same skeleton, you can easily exchange sources between different models
> and
> p> mixers.
> p> You can use this as a way to import sources into your scene. Imagine you
> p> have a complex animated scene. You want to add an action but want to
> animate
> p> this in an empty/simple scene. You can just go ahead, animate, make the
> p> sources, and then export the model. Then go back to your complex scene,
> p> bring in the model with the new action, and you will be able to access
> it in
> p> first models' mixer.
>
> p> Just some thoughts
>
>
> >>
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