  | | | Re: UPDATED - WIP Movie Clip Links of "I, Robot " / Need Whatever Help | Re: UPDATED - WIP Movie Clip Links of "I, Robot " / Need Whatever Help 2004-02-02 - By pmiinalainen
Back Really? Cheez... the pdf-format really sucks as online manual.
Anyway, target helper -object can be placed using either button in the toolbar (button with several circles, tries to look like a shooting target) or via insert menu. It's basically a non-renderable object (looks like several lines crossed and a hotpoint in the middle) that is used mainly as -target for point-at behaviour -target for track behaviour
Other good use is to group model and target, apply a deforming modifier to the group and move the target inside the group. As modifiers modify the objects by the volume of the bounding box, you can change and animate the effect of the modifier by moving the target helper around.
I can't help you more until i get carrara reinstalled and files unpacked from my backups.
petteri
--- In Carrara@(protected), "ccoles_avengers" <ccoles_shado@(protected)> wrote: > Hi Petteri, > > I tried looking up "target helpers" in the CS3 manual, but I could not > find it listed anywhere in the index or glossary. Could you please > point me in the right direction on where I can find more information > on this? > > Thanks. > > Claudia > "Selocic" > (a newbie) > > --- In Carrara@(protected), "pmiinalainen" > <petteri.miinalainen@(protected)> wrote: > > If i remember correctly, i've talked about target helpers in great > > length with peter. > > > > I've done bone setup utilizing parallel bone chains, targets, track > > modifiers and different type of constraints that demostrate how you > > can create automatic muscle bulge with carrara3. The same technique > > could be applied to create secondary motions more easily etc. I > > don't remember if i've posted in this group, but i'll try to dig it > > up and post it here for studying. The problem is that i have to find > > correct backup and i'm not the most organized guy in the world... > > > > I normally never touch the bones, just targets. Bones track targets. > > Also consider having other targets in front of the knees and make > > knee bones point at those targets at one axis. Then group knee > > targets and toe targets. This can solve some problems associated > > with walk cycles etc. Or if ungrouped, it will allow you extra > > control for knee position. > > > > petteri > > > > --- In Carrara@(protected), "ccoles_avengers" > > <ccoles_shado@(protected)> wrote: > > > Hi Petteri, > > > > > > I'll definitely look into this method too because so far I have > > been > > > using the default settings. I have another clip of it up at: > > > http://users.rcn.com/ccoles/Carrara%20Studio%203/movie% 20files/I% > > 20Robot%205_divx5.avi > > > > > > I think it's getting better, but the tweener adjustments as you > > > suggested along with what Peter mentioned about target helpers just > > > may do the trick. > > > > > > Thanks. Gotta run but hope to type more later. > > > > > > Cheers. > > > > > > Claudia > > > "Selocic" > > > (a newbie) > > > > > > --- In Carrara@(protected), "pmiinalainen" > > > <petteri.miinalainen@(protected)> wrote: > > > > When you use the bezier tweener, you normally should go and > > tweak > > > > the in and out values. That usually helps especially if keys are > > > > close to each other. > > > > > > > > Other method is to add two keys very close to each other and > > change > > > > the tweener between them to linear. > > > > > > > > Problems with tweeners is the very reason that many of the more > > > > animation minded keep asking for true function curves over and > > over > > > > again on this list. They would give you the visual presentation > > and > > > > editability for locking the foot down. > > > > > > > > petteri > > > > --- In Carrara@(protected), "Peter MacDougall" <pem@(protected)> > > wrote: > > > > > How to get a foot anchored to the floor, the brute force > > method: > > > > > > > > > > In animating my metallic spiders in Carrara, I added a target > > > > helper > > > > > object to the tip of each foot. The legs were setup in as an > > > > Inverse > > > > > Kinematic hierarchy > > (hip>thigh>knee>shin>ankle>foot>targethelper). > > > > I > > > > > could then move through the animation and check the exact > > position > > > > of > > > > > the end of each foot for each frame by selecting the target > > helper > > > > > object and checking its position in the properties tray. If > > the > > > > foot > > > > > moved much, since I had IK setup, I could drag the target > > helper > > > > object > > > > > back to a set position or adjust any of the joints so that the > > > > target > > > > > helper object stayed within a fraction of an inch of a specific > > > > > position. It often meant adding in several keyframes per > > second > > > > during > > > > > rapid movement, but hey, I got a solid lock on my feet. The > > > > animation > > > > > is in the downloads section of my web site. > > > > > > > > > > On Wed, 28 Jan 2004 15:54:47 -0000, ccoles_avengers wrote: > > > > > > > > > > >Yes, Steve. That's my very point; how to get the > > > > foot "anchored" to > > > > > >the floor using the object-heirarchy/rotation tool animation > > > > method > > > > > >that I am using. Maybe changing tweeners may help. I think > > that > > > > the > > > > > >Bones system also may be more forgiving in this area, so I'll > > > > have to > > > > > >revisit that method. > > > > > > > > > > > >Cheers. > > > > > > > > > > > >Claudia > > > > > >"Selocic" > > > > > >(a newbie) > > > > > > > > > > > >--- In Carrara@(protected), "raichea" <raichea@(protected)> > > wrote: > > > > > >> --- In Carrara@(protected), "ccoles_avengers" > > > > <ccoles_shado@(protected)> > > > > > >> wrote: > > > > > >> > but he still has a "gliding on ice" type > > > > > >> > of effect > > > > > >> > > > > > >> As someone who hasn't tried this himself yet, it seems to > > me > > > > that at > > > > > >> least part of the gliding effect is due to the fact that > > the > > > > > >> propulsive foot is not anchored on the floor - i.e. it > > slides > > > > > >> backwards relative to the floor when it should be > > stationary. > > > > > >> > > > > > >> Steve > > > > > > > > > > > > > > > Peter MacDougall > > > > > pem@(protected) > > > > > http://www3.telus.net/pem/index.htm > > > > > > > > > > Reality always exceeds your expectations.
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