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Create2DSkeleton/AppendBone root problem...

Create2DSkeleton/AppendBone root problem...

2005-06-15       - By Morten Bartholdy

 Back
Reply:     1     2     3     4     5     6     7  

That's a gem Brad :)

-

Morten Bartholdy
3D & VFX Artist




 -- -- Original Message -- --
 From: Bradley R. Gabe
 To: XSI@(protected) ; XSI@(protected)
 Sent: Wednesday, June 15, 2005 2:44 AM
 Subject: Re: Create2DSkeleton/AppendBone root problem...


 Select any number of scene objects, then run the following jscript. It will
build a 2D chain with each bone pointing from one object to the next, in the
order they were selected. The chain root and first bone match orientation. This
is all object model, so it should be pretty fast, even for large selections:

 // BEGIN SCRIPT -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---
-- ---
 // Create SIVector3 objects to store position vectors
 var rootPos = XSIMath.CreateVector3();
 var effPos = XSIMath.CreateVector3();

 // Define Chain normal plane
 var normalArr = [0,1,0];

 // Get the global transforms from your first 2 selected objects
 var rootTrans = selection(0).kinematics.global.transform;
 var effTrans = selection(1).kinematics.global.transform;

 // Pull the position vectors from the transform objects
 rootTrans.GetTranslation(rootPos);
 effTrans.GetTranslation(effPos);

 // Create your chain root
 var root = ActiveSceneRoot.Add3DChain(rootPos, effPos, normalArr, "ChainRoot"
);
 var bone0 = root.bones(0);

 // Finish off the rest of the chain from the rest of the selection
 for(var i=2; i<selection.count; i++){

         // Grab the global trans off the current item
         effTrans = selection(i).kinematics.global.transform;
         
         // Pull the position vector from the global transform;
         effTrans.GetTranslation(effPos);
         
         root.AddBone(effPos);
 }

 // Get the global transform off the first bone
 var boneTrans = bone0.kinematics.global.transform;

 // Assign the root and the first bone to the first bone's global trans
 root.kinematics.global.transform = boneTrans;
 bone0.kinematics.global.transform = boneTrans;
 // END SCRIPT -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- -----
----



   Okay, I have a solution for you. But first a quick question: How are you
getting your chain element coordinates, is it from existing elements in the
scene?

   One thing to keep in mind is the chain creation commands and methods rely
on global coordinates. So pulling them off existing nodes requires less code
than having to convert your own coordinates from local to global for everything
.


     I'm not sure if there's a better way to do this trhough the object model,
but I am trying to build chains by specifying an array of (x,y,z position
coordinates) and a position for an up vector.

     My procedure involves creating the first bone in the chain using

     1- Create2DSkeleton command to generate the first bone
     2- zero out the root to match a null correctly oriented.
     3- zero out the first joint.
     3- AppendBone to add additional bones.

     Unfortunately, every time I use an AppendBone command, it seem to re
-orient the root and throws off the rotation bone values.

     If anyone has a better procedure for handling chain ganeration, with
zeroing bones ???


     THX
     RSM

     __ ____ ____ ____ ____ ____ ____ ____ ____ ____ _____
     Raffaele Scaduto-Mendola - www.turbolinea.com
                                raffaele@(protected)
     ---
     Unsubscribe? Mail Majordomo@(protected) with the following text in body:
     unsubscribe xsi

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<DIV><FONT face=Arial size=2>That's a gem Brad :)</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>-</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>Morten Bartholdy<BR>3D &amp; VFX
Artist<BR><BR></FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<BLOCKQUOTE dir=ltr
style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT:
#000000 2px solid; MARGIN-RIGHT: 0px">
 <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV>
 <DIV
 style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B>
 <A title=brad@(protected) href="mailto:brad@(protected)">Bradley R. Gabe</A>
 </DIV>
 <DIV style="FONT: 10pt arial"><B>To:</B> <A title=XSI@(protected)
 href="mailto:XSI@(protected)">XSI@(protected)</A> ; <A
 title=XSI@(protected) href="mailto:XSI@(protected)">XSI@(protected)</A>
 </DIV>
 <DIV style="FONT: 10pt arial"><B>Sent:</B> Wednesday, June 15, 2005 2:44
 AM</DIV>
 <DIV style="FONT: 10pt arial"><B>Subject:</B> Re: Create2DSkeleton/AppendBone
 root problem...</DIV>
 <DIV><BR></DIV>Select any number of scene objects, then run the following
 jscript. It will build a 2D chain with each bone pointing from one object to
 the next, in the order they were selected. The chain root and first bone
match
 orientation. This is all object model, so it should be pretty fast, even for
 large selections:<BR><BR><FONT face="Courier New, Courier" color=#008000>//
 BEGIN SCRIPT
 -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----<BR>//
 Create SIVector3 objects to store position vectors<BR></FONT><FONT
 face="Courier New, Courier">var rootPos = XSIMath.CreateVector3();<BR>var
 effPos = XSIMath.CreateVector3();<BR><BR></FONT><FONT
 face="Courier New, Courier" color=#008000>// Define Chain normal
 plane<BR></FONT><FONT face="Courier New, Courier">var normalArr =
 [0,1,0];<BR><BR></FONT><FONT face="Courier New, Courier" color=#008000>// Get
 the global transforms from your first 2 selected objects<BR></FONT><FONT
 face="Courier New, Courier">var rootTrans =
 selection(0).kinematics.global.transform;<BR>var effTrans =
 selection(1).kinematics.global.transform;<BR><BR></FONT><FONT
 face="Courier New, Courier" color=#008000>// Pull the position vectors from
 the transform objects<BR></FONT><FONT
 face="Courier New, Courier">rootTrans.GetTranslation(rootPos);<BR>effTrans
.GetTranslation(effPos);<BR><BR></FONT><FONT
 face="Courier New, Courier" color=#008000>// Create your chain
 root<BR></FONT><FONT face="Courier New, Courier">var root =
 ActiveSceneRoot.Add3DChain(rootPos, effPos, normalArr, "ChainRoot");<BR>var
 bone0 = root.bones(0);<BR><BR></FONT><FONT face="Courier New, Courier"
 color=#008000>// Finish off the rest of the chain from the rest of the
 selection<BR></FONT><FONT face="Courier New, Courier">for(var i=2;
 i&lt;selection.count;
 i++){<BR><BR><X-TAB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</X-TAB>/
/
 Grab the global trans off the current
 item<BR><X-TAB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</X-TAB
>effTrans
 =
 selection(i).kinematics.global.transform;<BR><X-TAB>&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;</X-TAB><BR><X-TAB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;</X-TAB>//
 Pull the position vector from the global
 transform;<BR><X-TAB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</X-TAB
>effTrans.GetTranslation(effPos);<BR><X-TAB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;</X-TAB><BR><X-TAB>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<
/X-TAB>root.AddBone(effPos);<BR>}<BR><BR></FONT><FONT
 face="Courier New, Courier" color=#008000>// Get the global transform off the
 first bone<BR></FONT><FONT face="Courier New, Courier">var boneTrans =
 bone0.kinematics.global.transform; <BR><BR></FONT><FONT
 face="Courier New, Courier" color=#008000>// Assign the root and the first
 bone to the first bone's global trans<BR></FONT><FONT
 face="Courier New, Courier">root.kinematics.global.transform =
 boneTrans;<BR>bone0.kinematics.global.transform = boneTrans;<BR></FONT><FONT
 face="Courier New, Courier" color=#008000>// END SCRIPT
 -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----<BR><BR>
<BR></FONT>
 <BLOCKQUOTE class=cite cite="" type="cite">Okay, I have a solution for you.
   But first a quick question: How are you getting your chain element
   coordinates, is it from existing elements in the scene?<BR><BR>One thing to
   keep in mind is the chain creation commands and methods rely on global
   coordinates. So pulling them off existing nodes requires less code than
   having to convert your own coordinates from local to global for
   everything.<BR><BR>
   <BLOCKQUOTE class=cite cite="" type="cite">I'm not sure if there's a
     better way to do this trhough the object model, but I am trying to build
     chains by specifying an array of (x,y,z position coordinates) and a
     position for an up vector.<BR><BR>My procedure involves creating the
first
     bone in the chain using<BR><BR>1- Create2DSkeleton command to generate
the
     first bone<BR>2- zero out the root to match a null correctly
     oriented.<BR>3- zero out the first joint.<BR>3- AppendBone to add
     additional bones.<BR><BR>Unfortunately, every time I use an AppendBone
     command, it seem to re-orient the root and throws off the rotation bone
     values.<BR><BR>If anyone has a better procedure for handling chain
     ganeration, with zeroing bones
     ???<BR><BR><BR>THX<BR>RSM<BR><BR>__ ____ ____ ____ ____ ____ ____ ____ __
__ ____ _____<BR>Raffaele
     Scaduto-Mendola - <A href="http://www.turbolinea.com/"
     eudora="autourl">www.turbolinea.com</A><BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
     raffaele@(protected)<BR>---<BR>Unsubscribe? Mail
     Majordomo@(protected) with the following text in body:<BR>unsubscribe
   xsi</BLOCKQUOTE><BR>---<BR>Unsubscribe? Mail Majordomo@(protected) with
   the following text in body:<BR>unsubscribe
xsi<BR></BLOCKQUOTE></BLOCKQUOTE></BODY></HTML>