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Animation Ghosting

Animation Ghosting

2004-04-23       - By Stefan Andersson

 Back
Reply:     1     2     3     4     5     6     7     8     9     10     >>  


It is actually kinda cool to setup a rigid body simulation and see where
everything will fall without even pressing "play". So you can adjust the
positioning and get the objects to fall exactly where you want them :)

/stefan


Will Mendez wrote:
> You can Ghost just about anything Hair, Cloth, Softbodies, etc
>  
> /Will
>  
>
>  
>
>     -- --Original Message-- --
>     *From:* owner-xsi@(protected) [mailto:owner-xsi@(protected)]*On
>     Behalf Of *Guy Rabiller
>     *Posted At:* Friday, April 23, 2004 3:31 PM
>     *Posted To:* xsi
>     *Conversation:* Animation Ghosting
>     *Subject:* Re: Animation Ghosting
>
>     You can Ghost Particles too :-]
>     --
>     guy rabiller | 3d technical director @ LaMaison
>
>      
>
>         -- -- Original Message -- --
>         *From:* Bradley Gabe <mailto:bgabe@(protected)>
>         *To:* XSI@(protected) <mailto:XSI@(protected)>
>         *Sent:* Friday, April 23, 2004 9:19 PM
>         *Subject:* Re: Animation Ghosting
>
>         Ghosting in XSI 4.0 is very powerful and incredibly versatile.
>         It's both a camera option and a per object option.
>
>         Camera Settings:
>         - You can choose which cameras show ghosting and how they
>         display per camera.
>         - Each camera can have a unique setting for ghosting colors,
>         trail length, and fading effects.
>         - Each camera can have a unique setting for whether to show per
>         frame ghosting, ghosting keyframes, or both.
>
>         Per Object Settings:
>         - Ghosting per object is treated as a visibility property,
>         alongside view and render visibility.
>         - Each object's ghost can have a unique graphical representation:
>             -Object (Ghosts the entire object geometry)
>             -Point (Ghosts just a position marker, no rot info)
>             -Pose (Ghosts the object's center)
>             -Velocity (Ghosts a vector representation of the change in
>         velocity over time. This one is incredibly powerful for checking
>         animation smoothness!)
>             -Trail (Creates a curve path the ghosted object is traveling on)
>
>         There are so many options, and it's tied into the architecture
>         at a very core level, so a lot of really cool tricks are out
>         there just waiting to be discovered.
>
>         As has already been mentioned, someone figured out that you
>         could turn on ghosting on objects that are being run through
>         Rigid Body Dynamics. Depending on the complexity of the sim and
>         the number of objects involved, you can use ghosting to show a
>         realtime preview of how the simulation will turn out! Here's an
>         example of what you can do with this:
>
>         Ghost your RBD object well into the future, then open up the
>         various RBD properties. In realtime, you can tweak the
>         elasticity and friction parameters and see the sim path of your
>         object update the size of its bounces!
>
>         You could add wind, turbulence, tweak gravity, etc... all in
>         real time in order to adjust the results of the simulations.
>
>         No more tweaking values and running sims 100 times until your
>         ball makes it through the hoop. Ghost it into the future, then
>         adjust your sliders until the ghost shows the ball going where
>         you want it to.
>
>         -Brad
>
>>         That's fantastic, cheers for the info, it certainly a feature
>>         that many of our students (especially from a traditional
>>         animation background) have been crying out for!  Does it work
>>         as a script, an animation mixer option or an operator on the
>>         characters mesh?
>>
>>         Saf Efstathiou
>>
>>         NCCA Demonstrator
>>
>>         sefstathiou@(protected)
>>         <mailto:sefstathiou@(protected)>
>>
>>         www.onionboy.co.uk <http://www.onionboy.co.uk>
>>
>>         -- --Original Message-- --
>>         *From:* Robert Moodie [mailto:robertm@(protected)]
>>         *Sent**:* 23 April 2004 16:52
>>         *To:* XSI@(protected)
>>         *Subject:* Re: Animation Ghosting
>>
>>         Yes, and it is tight!
>>
>>         I went through it with 1 of our animators and there was
>>         nothing that he wanted to see that wasn't there - including
>>         IK/FK ghosting
>>
>>         There was a great trick discovered by someone on the beta
>>         programme were animation ghosting allowed you to see the
>>         ghosting for a rigid body simulation :-)
>>
>>             -- -- Original Message -- --
>>
>>             *From:* Sofronis Efstathiou
>>             <mailto:sefstathiou@(protected)>
>>
>>             *To:* XSI@(protected) <mailto:XSI@(protected)>
>>
>>             *Sent:* Friday, April 23, 2004 10:56 AM
>>
>>             *Subject:* Animation Ghosting
>>
>>             Hello,
>>
>>             Can anyone verify whether ghosting/onion skinning is
>>             available in XSI 4?
>>
>>             If not, can anyone recommend a method for ghosting
>>             animation of a character, who's meshes have been enveloped
>>             to a rig.
>>
>>             Cheers!!!
>>
>>             Saf Efstathiou
>>
>>             NCCA Demonstrator
>>
>>             Saf Efstathiou
>>
>>             NCCA Demonstrator
>>
>>             sefstathiou@(protected)
>>             <mailto:sefstathiou@(protected)>
>>
>>             www.onionboy.co.uk <http://www.onionboy.co.uk>
>>
>
> --
> Bradley R. Gabe
> Industrial Light & Magic
>



--
Stefan Andersson
Freelancing Pixel Abuser


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