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Re: Is there a way to have Physics affect lights and cameras?

Re: Is there a way to have Physics affect lights and cameras?

2004-01-26       - By ccoles_avengers

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Reply:     1     2     3     4     5     6  

Great!  Your clip inspires me to play around with the point force. :)

Please keep posting any updates or PE discoveries.

Cheers.

Claudia
"Selocic"
(a newbie)

--- In Carrara@(protected), Andrew Turner <turner410@(protected)> wrote:
> Hi Claudia -
>
> Ok, it's working fine when I use track as you suggested.
>
> My process for this was to first create 7 cone lights with tracking
enabled
> but no name data to track; then I created 7 polygons which I spread
out and
> named 1 thru 7, and then entered names 1 thru 7 in the lights' tracking
> field.
>
> I added a point force and voila!
>
> http://www.turnerdesign.net/force/sillylights2.mov
>
> All tracking data (x, y, z, rotation) was enabled. I used polygons
to get
> more rotation upon collision.
>
> Andrew
>
> From: "ccoles_avengers" <ccoles_shado@(protected)>
> Reply-To: Carrara@(protected)
> Date: Mon, 26 Jan 2004 04:31:32 -0000
> To: Carrara@(protected)
> Subject: [Carrara] Re: Is there a way to have Physics affect lights and
> cameras?
>
>
> Hi Andrew,
>
> Hmmm...it's funny that you didn't see any grouping.  I checked on the
> CAR files again that I uploaded and they have both the light and
> camera grouped with a sphere.
>
> But one thing that I notice when working with the Physics Engine is
> that it likes as much non-PE information set up FIRST *BEFORE* you
> assign a physics motion to the objects or a force to your scene. That
> is, it seems to like object distance, transformations, etc. set
> up before the PE is applied.  I notice that whenever I did this
> *after* the fact and tried to move things around (at frame 0), things
> would get
> weird and it was hard to recreate the PE I just had, no matter how much
> I liked the previous calculations.  Even UNDOING didn't restore
> certain features.  That's why I suggest this approach.
>
> Question:  Are you trying to simply apply physics to lights and that's
> why you are using a sphere:  to do an invisible piggyback on top of
> it?  I think that is what I am deciphering from your movie clip
> mentioned in your other message. If so, then simply using the tracking
> with everything enabled should work.  Then turning the sphere
> invisible should do the final trick.
>
> I have also duplicated three Sphere-tracking-Lights and didn't find
> any slowdown in performance on my computer.  And there was no problems
> with the PE at all:  after changing the object name in the light track
> modifier menu box to match the new duplicated sphere names, everything
> worked fine.
>
> Please let me know what other things you find out.
>
> In the meantime, I'm doing some tests right now and will plan to
> update my website with any findings.   I'll also announce when I have
> things updated.
>
> http://users.rcn.com/ccoles/Carrara%20Studio%203/
> [Main folder]
>
> Cheers.
>
> Claudia
> "Selocic"
> (an newbie)
>
>
>
> --- In Carrara@(protected), Andrew Turner <turner410@(protected)> wrote:
> > Hi -
> >
> > OK, downloaded those files... yes! Tracking works. However, I saw
> nothing
> > grouped there- neither the camera nor light were grouped with the
> sphere...
> >
> > However, once I set the light (or camera) to track the sphere, THEN
> grouped
> > it, it worked - for ONE group.
> >
> > When I tried to copy/paste or duplicate the group, I got weird
results -
> > each, I think, because the light (which I used) only tracked the
> ORIGINAL
> > object named in the tracking dialogue, not its duplicate.
> >
> > I will set up a scene with 12 distinct objects to track and try it
> that way,
> > and it WILL look cool but it will take a lot longer than if the
> light and
> > the object it tracked automatically renamed themselves
appropriately...
> >
> > Better still would be if I could just group the darn things without
> setting
> > tracking...
> >
> > Thanks,
> > Andrew
> >
> >
> >
> > From: "ccoles_avengers" <ccoles_shado@(protected)>
> > Reply-To: Carrara@(protected)
> > Date: Sun, 25 Jan 2004 22:07:12 -0000
> > To: Carrara@(protected)
> > Subject: [Carrara] Re: Is there a way to have Physics affect
lights and
> > cameras?
> >
> >
> > Hi Andrew,
> >
> > I just successfully completed doing a Light following a Sphere with PE
> > and a Camera following a Sphere with PE (actually, they look kinda
> > cool).  Both the light and camera were *grouped* with the sphere.  If
> > I am understanding you correctly, yes, this should be doable [because
> > I just did it ;)].  But there may be another problem that you are
> > running into.  Have you checked out the Physics Engine Tip sheet that
> > is posted on the Group file site?  Perhaps there may be an answer
> > there, such as your graphic performance setting may be set too high.
> > I found that lowering it just one notch corrected a myriad of problems
> > with my CS3 [and AMAPI] program crashing.
> >
> > You can check the PE tip sheet out at:
> >
> >
>
http://groups.yahoo.com/group/Carrara/files/Physics%20Engine%20Animations/
> >
> > In the meantime, I am in the midst of uploading the actual CAR files
> > to my site.  If you want, check back later to download them and then
> > let me know how things go.
> >
> > http://users.rcn.com/ccoles/Carrara%20Studio%203/
> > [Main folder]
> >
> > Claudia
> > "Selocic"
> > (a newbie)
> >
> >
> >
> >
> >
> >
> > --- In Carrara@(protected), "Andrew Turner" <turner410@(protected)>
wrote:
> > > I can't seem to figure this one out...
> > >
> > > The physics don't seem to affect lights and cameras, and when I
> > > try grouping a camera with a sphere, or whatever, Carrara
> > > crashes...
> > >
> > > We SHOULD be able to do this! (If we can't) - lights and cameras
> > > have a selector for Physics under motion and if we can't do this
> > > now I sure hope there's a workaround or plugin on the way!
> > >
> > > Andrew
> >
> >
> >
> > To unsubscribe send a message to
> > Carrara-unsubscribe@(protected)
> >
> >
> >
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