Question about procedural animation

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Question about procedural animation // New Users

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Post by mykyl1966 // May 14, 2007, 12:06pm

mykyl1966
Total Posts: 221
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Good to know sanity has been restored and that madness is not permanent. Tell us where to sign up for the next beta. ;)


Cheers


Mike R

Post by jaywat // May 14, 2007, 12:19pm

jaywat
Total Posts: 0
Adding that a confirmed bug has been found here too by the devs, just so everyone knows you aren't going crazy in trying to get this to work with no luck so far :)


*quits banging head against wall and shuffles back out of the corner to extracate self from straight jacket* :p :D

Post by jaywat // May 14, 2007, 2:27pm

jaywat
Total Posts: 0
I've kind of come up with a partial solution of my own, but it's certainly not perfect, largely because the method seems temperemental.


I set up the physics for the car, then for the character, and turned off the physics object for the character in the constraints view in the panel. Then I generated both clips together, and right at the point where the car hits the character, I hit the checkbox for 'active'.


If only it'd recognise the first time you check that button, it does actually record it to the timeline. It seems to be 'second time lucky' - I've found myself doing a check-uncheck-check, with it working on the final check, never the first check, so trying to guestimate where the third click will happen, basically.


But anyway, rendering them both together this way produces more or less the desired effect - both objects rendered reacting off each other, and no crumpling, because she's not active til I check the box - and its certainly a lot less noticeable if you tweak by shunting the character anims a few frames to get it more aligned, should your button clicking be a bit off!


So since I don't really get the link editor and assigning scripts to buttons and the like... I was wondering is it possible to make a reliable button/widget/whatever that either toggles physics between active and inactive, or maybe a link editor activity I can use to activate and deactivate the physics object at a particular frame or time?


I quite literally haven't successfully connected anything together in the link editor except for connecting a mouse event to a speech event, which was particularly annoying, so assume no knowledge at all here if replying!

Post by Délé // May 14, 2007, 2:45pm

Délé
Total Posts: 1374
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Interesting work around. I'll play with it a little. I think maybe the reason the checkbox isn't responding is because the LE isn't active yet? The first time you click in a different window it has to bring focus to that window. So if you can already have the LE window with the focus, then the checkbox should work right away.


Still, I'm wondering if there is a way to see which keyframe the AE is on from scripting. If it is possible to check which frame it is on, it would be easy to write a script that would turn the active checkbox on automatically. I'll have to mess around a bit.

Post by trueBlue // Feb 14, 2008, 4:59pm

trueBlue
Total Posts: 1761
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I found the solution to set the Keyframe for the Active attribute on and off.
Load this script into a new scene and select the button. This script will load the Hotrod and
Tank Girl with handles and position them. It will also apply Physics Material to the Tank Girl and
export the Active attribute to the front panel. It will also activate and deactivate the Physics Simulation and
set its options. Then just follow the following instructions:
Open the Animation Editor and select the Hotrod then Set a Keyframe at 0.000.
Move the Animation scrubber to Frame 180, Move the Hotrod in the Y direction only (ty = 14.620) and Set a Keyframe.
Move the Animation scrubber to Frame 102 or just before the Hotrod will hit her.
Select the Tank Girl and Right click the Set Keyframe icon.
You should see the Keying panel with the Active icon showing in red.
Set a Keyframe and you should see the Active icon is active.
Advance to the next Frame 103.
In the Link Editor or in the Stack/Panels check the Active check box on the Tank Girl and Set a Keyframe.
Now as you move the Animation scrubber forwards and backwards you should see that the Active check box is
not checked from Frame 0 through Frame 102 and is checked at Frame 103.
I will leave the rest to you to test whatever you want to do. I just wanted to show you how to Activate and
Deactivate this in the Animation Editor.
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