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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
Reply:     <<     11     12     13     14     15     16     17     18     19     20     >>  

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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