  | | | An idea to a path | An idea to a path 2004-05-06 - By Vincent Brumback
Back <?xml:namespace prefix="v" /><?xml:namespace prefix="o" /> Forgive me if you already know this. You can draw out a spline and use the curve to path tool to turn the spline into a path. There are also curve conversion options to determine how the keyframes are divided between the spline points. Tweaking the spline before converting it will be a lot simpler as there are way less control points to contend with. Cheers, Vincent D. Brumback
-- -- Original Message -- -- From: Dave Angelini <mailto:dpangelini@(protected)> To: truespace@(protected) <mailto:truespace@(protected)> Sent: Thursday, May 06, 2004 6:25 AM Subject: [TSML] An idea to a path
One of the biggest stumbling blocks for me is the creation of complex paths that go "exactly" where I want them to go during all frames of the animation. True...you can keyframe in the major parts, but invariably there is something that happens in how the entire path gets created from those key frames which always result in some tweaking...and tweaking....and then even more tweaking. So I had this idea pop into my head while I was creating a skeleton in Motion Studio. Wouldn't it be neat to create an animation path in a similar manner to how Motion Studio creates IK chains using bones. With MoStu, you can quickly create long IK chains and then push and pull them around in 3D space to form whatever path you desire. It is very intuitive and responsive and you quickly get a perspective on where that chain lies in 3D space. What's best is that fine adjustments are possible for each and every link in that IK chain. So in an analogy to creating 3D IK chains, why couldn't this same method be used to create 3D animation paths? Rather than bones, you use path segments with each segment representing some number of framess. The joints represent the major key frames. But like bones, you can grab these individual segments and push and pull them around and have the entire path respond in exactly the same manner that a MoStu IK chain responds. What would be even neater is to actually use the MoStu IK chains to create this path, and then have it converted to an animation path for that IK chain. That way, every link in the MoStu IK chain would follow that path! This would be a great way to animate snakes, tentacles, water flows, etc. Just a thought. Thanks, Dave Angelini
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<META content="MSHTML 6.00.2800.1400" name=GENERATOR> <STYLE></STYLE> </HEAD> <BODY id=MailContainerBody style="PADDING-LEFT: 10px; FONT-WEIGHT: normal; FONT-SIZE: 10pt; COLOR: #000000 ; BORDER-TOP-STYLE: none; PADDING-TOP: 15px; FONT-STYLE: normal; FONT-FAMILY: Verdana; BORDER-RIGHT-STYLE: none; BORDER-LEFT-STYLE: none; BACKGROUND-COLOR: #ffffff; TEXT-DECORATION: none; BORDER-BOTTOM-STYLE: none" bgColor=#ffffff leftMargin=0 topMargin=0 acc_role="text" CanvasTabStop="true" name="Compose message area"><?xml:namespace prefix="v" /><?xml:namespace prefix ="o" /> <DIV style="FONT-SIZE: 10pt; FONT-FAMILY: Arial"> <DIV>Forgive me if you already know this.</DIV> <DIV> </DIV> <DIV>You can draw out a spline and use the curve to path tool to turn the spline into a path. There are also curve conversion options to determine how the keyframes are divided between the spline points. Tweaking the spline before converting it will be a lot simpler as there are way less control points to contend with.</DIV> <DIV> </DIV> <DIV>Cheers,</DIV> <DIV> </DIV> <DIV>Vincent D. Brumback</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="FONT: 10pt arial"><B>From:</B> <A href="mailto:dpangelini@(protected)">Dave Angelini</A> </DIV> <DIV style="FONT: 10pt arial"><B>To:</B> <A href="mailto:truespace@(protected)">truespace@(protected)</A> </DIV> <DIV style="FONT: 10pt arial"><B>Sent:</B> Thursday, May 06, 2004 6:25 AM</DIV> <DIV style="FONT: 10pt arial"><B>Subject:</B> [TSML] An idea to a path</DIV> <DIV><BR></DIV> <DIV>One of the biggest stumbling blocks for me is the creation of complex paths that go "exactly" where I want them to go during all frames of the animation. True...you can keyframe in the major parts, but invariably there is something that happens in how the entire path gets created from those key frames which always result in some tweaking...and tweaking....and then even more tweaking.</DIV> <DIV> </DIV> <DIV>So I had this idea pop into my head while I was creating a skeleton in Motion Studio.</DIV> <DIV> </DIV> <DIV>Wouldn't it be neat to create an animation path in a similar manner to how Motion Studio creates IK chains using bones. With MoStu, you can quickly create long IK chains and then push and pull them around in 3D space to form whatever path you desire. It is very intuitive and responsive and you quickly get a perspective on where that chain lies in 3D space. What's best is that fine adjustments are possible for each and every link in that IK chain. </DIV> <DIV> </DIV> <DIV>So in an analogy to creating 3D IK chains, why couldn't this same method be used to create 3D animation paths? Rather than bones, you use path segments with each segment representing some number of framess. The joints represent the major key frames. But like bones, you can grab these individual segments and push and pull them around and have the entire path respond in exactly the same manner that a MoStu IK chain responds. </DIV> <DIV> </DIV> <DIV>What would be even neater is to actually use the MoStu IK chains to create this path, and then have it converted to an animation path for that IK chain. That way, every link in the MoStu IK chain would follow that path! This would be a great way to animate snakes, tentacles, water flows, etc.</DIV> <DIV> </DIV> <DIV>Just a thought.</DIV> <DIV> </DIV> <DIV>Thanks,</DIV> <DIV>Dave Angelini</DIV></BLOCKQUOTE></DIV></BODY></HTML>
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