Noob Question - Rotation

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Noob Question - Rotation // New Users

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Post by Paulbo // Jul 26, 2007, 6:01am

Paulbo
Total Posts: 15
Hi All,


Totally new to TS (bought 7.51 2 weeks ago) and am trying to do an animation (not simulation) of a wingnut going onto a bolt. I can animate the movement no sweat, but when it comes to the rotation, the rotation settings seem to have a mind of their own:


Anything over 90 deg and TS decides that the object should really be spinning around its other axes - e.g. I enter 91 deg Y, and it rewrites itself to 180 deg x, 89 deg y, -180 deg z, and the animation spins funky.


I am doing this in Model space because I didn't purchase Vray and doing a quick animation using keyframes seems much simpler than now teaching myself to program the system while I'm still on the upward end of the learning curve for the modeling end.


Also, does anybody have any idea when/if we'll be able to render from Workspace without having to shell out the extra $300 for VRay? This is a major oversight imho.

Post by jayr // Jul 26, 2007, 6:15am

jayr
Total Posts: 1074
pic
Hi, you can animate in the workspace then render in the model side if you want. There's a video showing how to do it in the 'captain's blog' in the roundtable, it's quite far back though.

Post by frootee // Jul 26, 2007, 6:34am

frootee
Total Posts: 2667
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hey Paulbo. You can render from the Workspace; it renders a realtime view of the workspace. If you have animation, it will render stills, and you can assemble the stills into a video using a video editor (virtualdub, for example). Something to explore when you're ready.


Here's a snippet of the quickguide showing the icon.


Froo

Post by Paulbo // Jul 26, 2007, 8:00am

Paulbo
Total Posts: 15
Thanks Frootee & Jayr,


Did some quick renders that way and it works OK. Unfortunately, I can't get the visual quality (not the greatest video drivers?) that I can from raycast or scanline rendering in modelspace.


My main question, though, is the rotating object. Is there a way using keyframe animation to get something to continuously rotate?


Thanks!

Post by frootee // Jul 26, 2007, 8:14am

frootee
Total Posts: 2667
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Sure. (Let's see how many groans we get from folks out of this :D )


You can delve into the Link Editor. Here is a link to a sample from Dele, one of the most knowledgable LE people here. This is a spring simulator. Basically what you could do is strip out the stuff you don't need, and modify the remainder. We're here to help if you have any questions!


Froo



http://forums1.caligari.com/truespace/showthread.php?t=3331&highlight=spring+animator

Post by frootee // Jul 26, 2007, 8:22am

frootee
Total Posts: 2667
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Basically, this is what you do:


Create an object.

Go into the LE, and select your object.

Select the Exp (Expanded) tab

Right Click Matrix, then select: Expand

This expands the transformation matrix, giving you access

to the individual items for rotation, scaling, and translation in x, y, and z

Drag a timer item from the library into the LE

Connect the time output from the timer to the roll, pitch, and/or yaw input of the expanded matrix of your object (to do this, click and drag from the timer output connector, towards the desired input. When you have a 'connection', the line turns green).


You could also start with Dele's scene (the RsScn file in the web link above), strip all but the timer out, and add your object, and go from there.


HTH!


Froo

Post by spacekdet // Jul 26, 2007, 8:31am

spacekdet
Total Posts: 1360
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Re: Rotation;
Further reading HERE (http://forums1.caligari.com/truespace/showthread.php?p=17440&highlight=keyframe+rotation#post17440)

Post by Paulbo // Jul 26, 2007, 9:43am

Paulbo
Total Posts: 15
All rightee! I've been wasting my time working the way I've always done it (keyframing with 2D animation proggies). This is WAY easier than trying to fiddle around with the scene editor.


Just took a quickie peak at the spring animator, combined with Frootee's timer suggestion, threw in a dash of keying it off the current time output just to see if I've figured out anything about what the heck I'm doing, and I've got a rotating wingnut.


Next up, plow through the section in the animation chapter on tying procedures and keyframes together (the motions leading up to screwing on the wingnut are keyframed).


Thank!

Post by frootee // Jul 26, 2007, 9:51am

frootee
Total Posts: 2667
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Nice. Glad you got it working Paulbo!

There's lots of other stuff you can do with the LE. There are math functions, logic functions, etc. so you can do a lot with procedural animation. Cool!


Froo
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