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Trying to get a door to swing open
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.
Trying to get a door to swing open // New Users
Post by dickiebow // May 26, 2008, 6:34am
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dickiebow
Total Posts: 13
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I have created a door in a frame complete with a door handle and need to get it to open for a chartacter to go through. I have been trying without a great deal of success to create a mini-skeleton to essentially just two bones - one an anchor and the other to attach the door to.
It will distort the door but the IK handle, once position locks are in place on the end will not move in the XY plane despite having set the mouse buttons so to do. I can appreciate the final thing will need weight painting but I think there are more fundamental issues.
I do not need a whole figure IK skeleton - just some sense making of the controls in the panel and LE so I can produce what is effectively a hinge. |
Post by kena // May 26, 2008, 6:48am
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kena
Total Posts: 2321
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Try moving you axes to the side of the door that you want to rotate from. It may make it easier. |
Post by Jack Edwards // May 26, 2008, 6:48am
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Jack Edwards
Total Posts: 4062
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If you attach as object then the mesh will not be stretched with the bone, but will just move with it.
Kena's approach with the axes, is the one I recommend and can be scripted to open as well. |
Post by jamesmc // May 26, 2008, 6:52am
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jamesmc
Total Posts: 2566
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Yeah, definetely use the axes and center it on the inside edge of the door.
Reason why I know this, cause I tried the bones on a door and it was much more work than the axes solution. |
Post by dickiebow // May 26, 2008, 7:08am
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dickiebow
Total Posts: 13
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I see the sense of moving the axes but am unsure how to go about that in Workspace. In fact if I could get the combined object's exes to the front vertical corner I would think I could then animate by putting in 90 degrees of Z rotation.
Thanks for your response |
Post by SteveBe // May 26, 2008, 7:17am
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SteveBe
Total Posts: 282
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Set your axis on model side, then do LE work on workSpace side.
Attached example, yaw attrib can be keyframed. |
Post by jamesmc // May 26, 2008, 7:24am
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jamesmc
Total Posts: 2566
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Here's a screen shot of the axes tools area
Show axes first, then reset axes tool, then move axes where you wish. |
Post by spacekdet // May 26, 2008, 4:18pm
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spacekdet
Total Posts: 1360
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Ideally, you'll want the door assembly all glued...err, encapsulated together- door, handles, and half the hinge (assuming you modeled one).
Select the Hinge Pin and then click Glue As Child.
Then click the door assembly.
Now the door's axis is the same as the hinge pin's.
(just like in real life!)
Easiest way to operate the door after that is to use Object Rotate and right-click drag in a top view window.
Probably easiest to follow this method if you were in Model side.
Simple example if you want to get the gist of it:
(tS6.6 .scn format)
12548 |
Post by dickiebow // May 26, 2008, 6:57pm
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dickiebow
Total Posts: 13
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Thanks for the assistance - as ever with software a number of approaches but the show and reset axes idea was the one I have adopted.:banana: |
Post by TomG // May 27, 2008, 2:19am
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TomG
Total Posts: 3397
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As a note, bones are generally used when the mesh is "soft" and needs to deform as it moves, normally deforming at joints.
For animating solid things that just pivot, slide, etc without deformation, it is usually best to use hierarchical animation and do it all without bones, just using groups of objects and setting appropriate pivot points for each group.
Not always the case, but a good guideline to see whether you want to think about using skeletons and bones to drive an animation or not :)
HTH!
Tom |
Post by spacekdet // May 27, 2008, 6:21am
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spacekdet
Total Posts: 1360
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Tom, while we have you on the line, what's the Workspace equivalent of the 'Glue As Child' function? |
Post by Steinie // May 27, 2008, 7:28am
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Steinie
Total Posts: 3667
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http://forums1.caligari.com/truespace/showpost.php?p=59055&postcount=2 |
Post by TomG // May 27, 2008, 7:48am
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TomG
Total Posts: 3397
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There is no glue as child - deep hierarchies are no longer "welcomed" in the new architecture. You can simply use Encapsulate in 3D to make one group, Encaps In 3D to make another group, then select the two groups and use Encaps in 3D again - this way you can still build complex hierarchies. Encapsulate in 3D is of course essentially "glue as sibling"
But it isn't recommended, and they will perform badly, particularly once getting beyond three or so levels deep. The seal of good modeling appendix runs through alternative approaches to deep hierarchies.
HTH!
Tom |
Post by spacekdet // May 27, 2008, 9:12am
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spacekdet
Total Posts: 1360
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So manually moving the axis is the new and improved way!
Awesome. |
Post by Steinie // May 27, 2008, 11:13am
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Steinie
Total Posts: 3667
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If you want it done right you've got to do it yourself...:rolleyes: |
Post by spacekdet // May 27, 2008, 2:07pm
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spacekdet
Total Posts: 1360
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I guess my question is: what determines the axis of a Workspace-encapsulated group? |
Post by dickiebow // May 27, 2008, 8:24pm
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dickiebow
Total Posts: 13
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Having got the axes right - and when you work the info panel settings it looks fine, as soon as it is keyframed, the door wanders off, pushes itself through the wall then returns to the correct spot but opened. I have been looking at the fcurve (having been through the tutorial about 'doing nothing' which looks so simple) and checked that there are no bezier curves.
What also concerns me is that having set up the animation by setting Z rotation from 0 at the start to -90 at the end in the story view, when viewed from FCurve the info panel shows the X go to -90 throughout while Y has gone to 90 at the start and at the end Y is 0. Z stays at 0 and the BBsize shoots all over the place. The X and Y coordinates also take big excursions in both views.
I take it that all the tx ty tz params are location, rx ry rz rotation and sr sy
sz are scale - sorry but without an overall index to the manual I am forever loading and unloading pdfs and doing searches. |
Post by SteveBe // May 27, 2008, 11:24pm
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SteveBe
Total Posts: 282
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There must be an easier way.:confused: |
Post by Tiles // May 28, 2008, 1:04am
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Tiles
Total Posts: 1037
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Yup, back to TS 6.6 :) |
Post by spacekdet // May 28, 2008, 4:27am
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spacekdet
Total Posts: 1360
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Dickiebow:
I can't help you much with Workspace questions as I still run 6, but this may help you with your PDF Manual woes.
tS7 Searchable Index (http://forums1.caligari.com/truespace/showpost.php?p=48567&postcount=7) |
Post by jamesmc // May 28, 2008, 5:14am
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jamesmc
Total Posts: 2566
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Procedural animation is much better than keyframing animation when it comes to mechanical objects.
The procedural animation course that has a robot walking across the asteroid and laser cannons firing at a circling space craft has tons of ideas and procedures. |
Post by frootee // May 28, 2008, 5:31am
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frootee
Total Posts: 2667
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Hi dickiebow.
For now we need to use the Model side Axis tools. The Workspace side Axis tools need work.
Before you switch to model view make sure the Bridge is set to either On or Auto.
Then use the axis tools on model side, to move the axes to your desired location.
==================
Also: not sure if you want to make this door work in a 'live' situation but if you do, there are some good working doors which work on approach in the Lab scene, in shared space.
This is what I did for those, for studying and understanding how scripting and the LE work:
Login to shared space, go to the lab scene, and just save the scene (File->Save Scene)
Then I yanked out all the stuff I didn't need.
I think I saved the resulting objects/scene. If I find it I will post it here.
Froo |
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