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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 peterb

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Reply:     1     2     3     4     5     6  

what he said.

it is important to keep everything together in a model.
if needed, combine several models into one new model.

your character, rig, constraint objects, groups or custom properties,
anything on which your character depends really. If you're using modelling
deformations, that could be other objects.
If not the action will be there, but not find back the element that it was
related to, and thus wont do anything.

Possible exception would be the skeleton.
If you bring in a character as a referenced model, it can be linked to a
seperate model that would be your skeleton.
(see "models used for external envelope connections" in the referenced model
ppg)
That way you can animate one skeleton, and still use different resolutions
for your character.




-- -- Original Message -- --
From: "guillaume laforge" <guillaume.laforge.3d@(protected)>
To: <XSI@(protected)>
Sent: Tuesday, May 03, 2005 1:06 AM
Subject: Re: Re[2]: Two Questions Related to the Mixer and Import Objects


> 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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