|
|
how to keyframe ENGINE actions?
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.
how to keyframe ENGINE actions? // New Users
Post by jhowell // Jul 5, 2007, 7:03am
|
jhowell
Total Posts: 400
|
Hello, I thought I would try asking this again because Iam sure there are others that would love to know this. Using functions like the ENGINE in the LE is really awesome. But keyframing all that would be really awesome. Iam still having problems figuring this out. I did ask this question before and this is what I have tried ... but do not quite understand it. Anybody have any other methods you use for KEYFRAMING actions of the ENGINE script?. Here is what I know so far but I can not figure it out ...
1.) Create a dummy object. Key frame a position change for the dummy object.
2.) Link that position change into a WatchDog event object.
3.) link the control out from the WatchDog event object to the ControlIn on the Random Engine.
Not perfect, but that should get you what you're looking for.
For more serious animation, I'd key the radius changes manually by hand and then tweak their animation curves. |
Post by trueSpaced // Jul 7, 2007, 12:49am
|
trueSpaced
Total Posts: 544
|
I really don't understand animation, I'm sorry... I'm responding just to let you know someone cares, but I'm not really able to help you.... Sorry... Anybody else?
-TrueSpaced:banana: |
Post by jhowell // Jul 7, 2007, 4:41am
|
jhowell
Total Posts: 400
|
Thanks for the kind words TRUESPACED! :) I know someone will help when they can. I am fairly knew to to forums. I have made an effort to help a couple people so far .... as I learn more I will help more. As you can tell from my post history there are the 2 issues that are hard for me to get help on. Here they are again ....
1. HOW TO KEYFRAME the scripting ENGINE that is in the LE. That ENGINE and othe LE functions is so powerful. Allowing us to animate super complex actions in just a seconds .... but would sure know how to apply all of that to the keyframe so I can actually render and not just have to view those actions in realtime or by using the recorder.
2. Would like to apply my own DX9 REALTIME BUMP maps in the WORKSPACE by creating my BUMPS in MODEL. A couple people have said that you can create a BUMP in MODEL and when you go back to WORKSPACE it automatically turns that BUMP MAP in to a TEXTURE MAP. Which in WORKSPACE BUMPS must be made with a TEXTURE MAP...NOT A BUMP MAP. However, when I apply my BUMP map in MODEL and go to WORKSPACE I can not even find IN THE LE where or how the BUMP MAP was turned to a texture map. I can view the standard default BUMPED DX9 materials that are in the library no problem. I can also add my own TEXTURE MAPS to a DX9 MATERIAL in the LE and create a WORKSPACE BUMP .. no problem. I just cant create a BUMP in MODEL and have it convert to a TEXTURE MAP in WORKSPACE. So easy to apply BUMP maps in MODEL would be cool to bring that over to WORKSPACE. Iam probably missing something so simple.
p.s. Thanks again for your concern. :banana: :banana: :banana: 3 bananas! |
Post by trueSpaced // Jul 7, 2007, 4:48am
|
trueSpaced
Total Posts: 544
|
Lol, np, I'm pretty new to the forums, too... I don't really know how many people I've helped... Probably not very many.... I'll just give it time... I need to know what I'm talking about before I help people... Someone should help you, though!
-TrueSpaced:banana: |
Post by weaveribm // Jul 8, 2007, 11:23pm
|
weaveribm
Total Posts: 592
|
You could Private Message someone jhowell from Caligari Support who are usually very helpful. Tom and Norm and Jack spring to mind
I'd bump your post but it's not allowed if you're low on the food chain. I am currently Plankton Status btw
(it is allowed really obviously, we're all friends in here- but I just wanted to use the bump word in another context) :)
Peter |
Post by Jack Edwards // Jul 9, 2007, 7:14am
|
Jack Edwards
Total Posts: 4062
|
LOL I'm just a user like you guys. Wouldn't mind getting a paycheck from Caligari though. :p
Other than the solution posted in the first post, the only other way is to use "tsKey Frame Recorder" object found in the "My Activities" Library.
I've never used it so hopefully one of the others can explain its use for you.
-Jack. |
Post by ProfessorKhaos // Jul 9, 2007, 1:32pm
|
ProfessorKhaos
Total Posts: 622
|
I think the tSKey Frame Recorder is a model side thing only. Also, if I recall, it was hardwired to record a very specific scripted scenario (block moving in the x axis I believe). Been a while since I looked at it though. |
|