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Path animations in workspace? Confused!
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Path animations in workspace? Confused! // New Users
Post by jaywat // May 18, 2007, 11:33pm
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jaywat
Total Posts: 0
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I could be missing the point here, but I couldn't find anything about this in the manual - if I missed it, please point me in the right direction!
I've been happily animating mainly physical stuffs in the workspace and anim view, but haven't tried animating to a path - until now.
The only way I can see of creating a follow path for an object is in model view - is that right? I can get an object to follow a path in this view, and play it back via the anim controls on the model view, but what if I want to combine that with the anims I'm using in workspace view? How do I record a path for the object in the anim view story tab/timeline? |
Post by Jack Edwards // May 19, 2007, 5:57am
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Jack Edwards
Total Posts: 4062
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There is not support for path animation in Workspace at this time. You can create path animations model side and use the bridge to have them update in Workspace.
Also regular translation keyframes can be made, then edit their F-Curves in the animation editor to get smooth spline based movement.
-Jack. |
Post by jaywat // May 19, 2007, 8:01pm
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jaywat
Total Posts: 0
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oh.
That's not really the answer I was expecting. I figured that there had to be a user friendly way of transferring between the two, since I could, if I so desired (which I don't), scrub along and sync every key frame and record the motion in workspace. So why isn't there a function to do this?! Isn't path animation a fundamental, basic requirement of any package that describes itself as having animation capabilities? All those ways of animating in workspace, but you can't translate a simple path?!
Every time I get an answer in this forum, I regret having bought TS7.5 a little bit more. I gotta stop asking questions! :( |
Post by transient // May 20, 2007, 12:33am
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transient
Total Posts: 977
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Isn't path animation a fundamental, basic requirement of any package that describes itself as having animation capabilities?
TS does this in modeler so I don't see the problem.
Caligari have added extremely powerful animation capabilities to workspace, I suppose transferring path animation didn't make the cut this time round. |
Post by Délé // May 20, 2007, 3:53am
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Délé
Total Posts: 1374
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I found a way to transfer animation from the old KFE to the new AE (including path animatoins). It's not a one click solution but it does work and isn't too bad once you know what you're doing. I'll try to whip up a little tutorial here sometime today. :) |
Post by JPSofCA // May 20, 2007, 6:58am
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JPSofCA
Total Posts: 300
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When these things finally do come into the Workspace view, I suspect they will have been improved upon, as many other features have too - at least it's something to look forward to. |
Post by Délé // May 20, 2007, 8:14am
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Délé
Total Posts: 1374
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Ok, I'll try to explain here how to transfer animation from the old KFE to the new AE. If you're not familiar with the new architecture you might find it a little tricky to do, however once you get it, it's really not that difficult. In this example I'll use an animation path seeing as that was the original question.
First make a copy of the object that you want to animate. Then make sure the bridge is set to "ON".
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Now switch to the model view and open a KFE window. I like to dock it at the bottom so I can see both the old and new animation windows at the same time. To dock it, hold Ctrl and drag the window to where you want it.
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Next draw the animation path using the "Copy" object.
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Now switch the AE window to 2D (black button in upper right corner of the window). Find the "original" object and "copy" object nodes in the 2d window. Click on the "Exp" or "default" tab on the nodes (just make sure you can see the "matrix" inputs and "wldmatrix" outputs on the nodes). Position them as shown in the image below. Click and drag on the "WldMatrxix" output on the copy object node. Drag the link into the "Matrix" input on the original object node and let go. A link will be made. This will take the Location, Rotation, and Scale information from the copy object and send it into the original. So the original object will now exactly mimic the animation of the copy object.
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Next change the 2d window back to 4d (animation view). Make sure that both the old and new animation windows are set to the beginning. Then make sure the original object is selected and hit the record button in the new AE. This will begin to record the original object in the AE. Now move the scrubbers of both the new AE and old KFE to the next keyframe that the path created in the old KFE. Again, click the record button in the new AE to record that keyframe. Continue on manually matching up the scrubbers in both animation windows and recording the keyframes into the new AE.
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Post by Délé // May 20, 2007, 8:14am
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Délé
Total Posts: 1374
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When you're done, you can set the window back to 2d and disconnect the link made earlier. This will give control back to the AE.
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Now you can delete the copy object and turn the bridge back off. You should now have the object animated with keyframes in the new AE. I know that this method isn't ideal, but until animation paths get implemented in the new workspace side this can be used as a workaround. It might seem difficult at first, but once you get going it's really not too bad.
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hth
Edit: Instead of KFE I probably should have said Scene Editor. Anyway, same difference. :) |
Post by trueBlue // May 20, 2007, 8:48am
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trueBlue
Total Posts: 1761
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Sweet! Thanks Dele. :banana: |
Post by Igor K Handel // Feb 13, 2008, 9:13am
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Igor K Handel
Total Posts: 411
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As a slight aside from this, is it possible to make a script that would somewhat automate this, or do scripts work solely within workspace?
IK |
Post by Délé // Feb 13, 2008, 9:55am
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Délé
Total Posts: 1374
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Unfortunately I don't think we can manipulate the old Key Frame Editor through script. So we would not be able to automate this. I could be wrong, but I don't think it's possible. |
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