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Bob The Inspector
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Bob The Inspector // Work in Progress
Post by frootee // Aug 5, 2007, 5:40pm
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frootee
Total Posts: 2667
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This is Bob grabbing an object, inspecting it, then putting it back down
Keep in mind I did not take into account collision detection or accuracy; this is very much a WIP. I was hoping I could attach an object, then detach it, during an animation, but that did not work.
What did work is this:
Created all the poses without object attached. I used separate tracks for each arm motion.
I rendered the frames which do not have the object attached. These are the first 15 and the last 15 or so frames
saved the file as another filename
In the new file, I attached the object to the bone.
In this file, I rendered the frames in which I wanted the object attached, frames 16 through 71.
Between frames 31 and 61, there is dead space; i.e., the last pose in track 2 'frozen' since I have Passthrough Disabled for all the tracks.
Improvements and longer animation / story / appropriate music :cool: to follow... |
Post by 3dvisuals dude // Aug 7, 2007, 12:36am
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3dvisuals dude
Total Posts: 1703
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This is Bob grabbing an object, inspecting it, then putting it back down
Keep in mind I did not take into account collision detection or accuracy; this is very much a WIP. I was hoping I could attach an object, then detach it, during an animation, but that did not work.
What did work is this:
Created all the poses without object attached. I used separate tracks for each arm motion.
I rendered the frames which do not have the object attached. These are the first 15 and the last 15 or so frames
saved the file as another filename
In the new file, I attached the object to the bone.
In this file, I rendered the frames in which I wanted the object attached, frames 16 through 71.
Between frames 31 and 61, there is dead space; i.e., the last pose in track 2 'frozen' since I have Passthrough Disabled for all the tracks.
Improvements and longer animation / story / appropriate music :cool: to follow...
It's really interesting to see how you do these things Frootee, thanks for sharing the details of your methods here.
I'll bet a few months from now you will begin getting a lot more responses here to all these early projects and a lot of related questions as well, as more and more of us take the plunge into animation here and many new trueSpace owners join us all here in the learning (and sharing) process.
When you really think about it, trueSpace7.51 is a genuinely vast set of tools and each with a tremendous variety of potential realword applications. As such I think none of us will ever really master them all, so we each carve out our own niches in it instead... animation, shared space design and development, Vray rendering, LW rendering, LE scripting... the list is huge!
The pioneering work each of you guys do here in animation and skeletal rigging is a tremendous resource in the making as you share your progress here, and although others like myself may be similarly neck deep in some other aspect of trueSpace capabilities, nevertheless, rest assured your work in this regard is appreciated by all of us sooner or later!
Thanks,
- 3dvisuals dude |
Post by nick // Aug 7, 2007, 1:03am
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nick
Total Posts: 49
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Basically you can do something like this:
When you attach an object to the bone, it stays attached forever, right? You are unable to detach it during the animation.
But in AE you can see the attached object is acting like "Glued to a child".
You can select it and move/or not separately from the main skeletton. |
Post by frootee // Aug 7, 2007, 1:19am
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frootee
Total Posts: 2667
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Thanks 3dv, and nick.
I watched the video nick; that is what I have in mind; but, what if I want the character to pick up one item, set it down, then pick up another item?
Froo |
Post by nick // Aug 7, 2007, 1:48am
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nick
Total Posts: 49
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"... but, what if I want the character to pick up one item, set it down, then pick up another item?" |
Post by frootee // Aug 7, 2007, 1:57am
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frootee
Total Posts: 2667
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LOL... :p
too bad we can't keyframe object attachment and detachment.
However, if we decide we don't want the object attached at all, OR, if we want to create another copy of the file for animation without attachment, we can click the Attach Object to bone icon, then the bone, then the object, which will deselect the object . Permanently (unfortunately).
EDIT: the good thing about this is, if the object is detached, it is returned to the exact location where it was originally, so we don't have to worry about correct placement.
So my thinking is, we can create 2 copies of the animation, one with object attached, one without. This way, we don't have to render out sections of frames (as described in an earlier post), unless we want to, in order to save time. Just depends on which method would be faster for a particular situation.
Froo |
Post by 3dvisuals dude // Aug 7, 2007, 2:06am
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3dvisuals dude
Total Posts: 1703
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"... but, what if I want the character to pick up one item, set it down, then pick up another item?"
http://bestsmileys.com/signs13/17.gif
That was great! Hahahaha!
- 3dvisuals dude |
Post by nick // Aug 7, 2007, 2:13am
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nick
Total Posts: 49
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Eeerrggh... ok, I agree with "the good thing about this is, if the object is detached, it is returned to the exact location where it was originally, so we don't have to worry about correct placement", BUT what if I want to take the mug from the table and put it on another table?
I mean, I guess it is hard to develop the easy way of attaching objects; otherwise we wouldn't think of different ways of liying trueSpace.
But I believe that if someone has the fantasy to achieve its goals, he could find a way, one way or another... |
Post by frootee // Aug 7, 2007, 2:22am
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frootee
Total Posts: 2667
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at the point of the animation where the character puts the object down, select that object, and make a copy of the object. The copy should be at the same location where the object is placed.
Then detach the original object, which will go back to its original location, and delete it, or hide it.
Froo |
Post by frootee // Aug 10, 2007, 2:15pm
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frootee
Total Posts: 2667
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update. I reconfigured my workspace to use the floating window layout, so now one monitor is dedicated to a 3d view, the other monitor is split between a front view and a side view. This makes it easier for posing.
Anyway, minor update. Bob Will be picking up a pair of sunglasses (at least one pair) and placing them on his face. The CrazyBob UltimateRig is courtesy of of Oliver Rohe.
The timing needs work of course, and Bob has a little head twitch for some reason. I'll fix that.
Froo |
Post by nick // Aug 10, 2007, 9:32pm
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nick
Total Posts: 49
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Interesting choice of props, as you might noticed that Crazy Bob doesn't have a nose and ears :) I can't wait to see the final result :jumpy: |
Post by frootee // Aug 11, 2007, 3:05am
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frootee
Total Posts: 2667
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good point... but I'm using 'Stiction' technology, like ILM! :p
Froo |
Post by opiejuan // Oct 30, 2007, 10:54am
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opiejuan
Total Posts: 120
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I'm glad Frootee mentioned this thread in another thread..otherwise I prolly would never have found it...
Back in the day, we used to use the keyframable invisability switch to solve this. i.e. Attach the object to the bone and a copy of it where you want it to come from and another copy where you want it to end up...like 1 pair of glasses on his head, 1 attached to his hand via the attach to bone and 1 more on the table. Set up the character animation and where he goes to pick up the pair of glasses on the table match up the pair in his hand and on the table as best you can. Do the same when the character puts the glasses on. Then just set visablity keyframes so only one instance of the model is rendered at any given time. again i.e. The pair on the table is visable till his hand grabs them. then the pair on the table goes invisable and the pair in his hand go visable and stay that way till they are put on his head. then make the pair in his hand invisable again and the pair on his head visable. VIOLA!
I think you can do this with more than one object if you attach glued up objects to the bone... like 1 pair of glasses, 1 coffee mug and one toothbrush. Just work out what is to show when and go Go GO! |
Post by tomasb // Oct 30, 2007, 11:03pm
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tomasb
Total Posts: 261
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attaching/detaching objects idea... a little script could help here.
Create & attach proxy object with script inside which will forward transforms to "picked obj".
Use object number and table of object names (as strings cannot be animated yet) and animate this number so that script knows which obj you are holding.... |
Post by frootee // Oct 31, 2007, 5:23am
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frootee
Total Posts: 2667
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Cool tomas! Thanks; I'll have to try that. |
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