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TS 7.5 Demo - New Bones
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.
TS 7.5 Demo - New Bones // Rants and Raves
Post by Humdinger // Jun 21, 2007, 12:08pm
Humdinger
Total Posts: 319
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I am sure there will be some ranting..some raving... so it's a tweener. :)
But I am going to start posting some animations i am making with the TS 7.5 demo. Bob is cool, but it's all about My Super Ex-Girlfriend
Tank Girl
Prime goal is not actual qaulity but will be to try things that would have taken hours if not days if not impossible with old 'native' Bones system.
No sound - 18 Keyframes - NO MANUAL ;) - about 2 minutes to set keyframes.
rendered in Vray - default settingsd - medium qualilty - default lighting |
Post by trueSpaced // Jun 21, 2007, 2:37pm
trueSpaced
Total Posts: 544
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Well, I can tell you that that's a lot better than I could do! I never could figure out bones for some reason.... I always run into problems, then the object gets stretched out a few miles from the grid, and the person's head is upside down, etc..... I can't even figure out the animation in TS 7.5, so kudos to you! You said animationS? Keep 'em comin', lol! :D
-TrueSpaced:banana: |
Post by Humdinger // Jun 21, 2007, 3:05pm
Humdinger
Total Posts: 319
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The landing....
15 keyframes - 20 minutes - settings same as previous
hmmmmm..this DynaPose tool appears to be AWESOME.
Appears to be. :D |
Post by trueSpaced // Jun 21, 2007, 3:20pm
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Total Posts: 544
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Now all you have to do is combine the two! :D
-TrueSpaced:banana: |
Post by Humdinger // Jun 21, 2007, 4:14pm
Humdinger
Total Posts: 319
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The Flip..
20 keyframes - 20 minutes - same defualt as others - still no manual :D
only using DynaPose to set keyframes
Now this is a perfect example, as poor as the final piece is, of something I would have never tried not to mention do so easily.
Though I am setup with rigs in another 3rd party bones app for TS 6.6 that work similar but not 1/100th as fast. |
Post by trueSpaced // Jun 21, 2007, 4:21pm
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Total Posts: 544
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That one's pretty cool! It looks like she's doing the robot! Nice, especially with no manual! I think I have a manual... I just don't really know where it is..... But I hate manuals; the forum makes a good one of it's own! :D NW!
-TrueSpaced:banana: |
Post by JPSofCA // Jun 21, 2007, 5:08pm
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Total Posts: 300
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Very cool! :cool:
It's also nice to see that Tank Girl can still look like Tank Girl after the movements. |
Post by frootee // Jun 21, 2007, 5:43pm
frootee
Total Posts: 2667
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Hey Humdinger!
NIIIIIICE! :D
Frootee |
Post by Humdinger // Jun 22, 2007, 4:00am
Humdinger
Total Posts: 319
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'Walk Cycle One'
Not very 'good' but 5 keyframes - about 20 minutes to set Keys -
Another great example. Just to get to this point with the old bones..would turn me into old bones.
Like all these it needs much 'work' but just getting these basics set so quickly is very refreshing.
(Do not fear true believers, there will be some ranting eventually! :D ) |
Post by jhowell // Jun 22, 2007, 5:16am
jhowell
Total Posts: 400
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Wow, Iam impressed with the fast results. I too am doing the same thing. Will post my animations too. Iam a older version truespace user and an XSI user. Iam doing animations now so much faster now (big time faster) than my XSI or older Truespace 6.6. To the people who have complaints that this software is too complicated I find it just the opposite. Even if I was not familiar with older Truespace it would be easy. Try XSI or Maya ... they are complicated and NOT NEAR AS MUCH FUN AS TRUESPACE. |
Post by Humdinger // Jun 22, 2007, 5:39am
Humdinger
Total Posts: 319
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'The Acrobats'
20 minutes to keyframing - some physical simulation on second tank girl at begining and end.
More and more DYNAPOSE !!! :banana:
It's totally *&^%ed up, but. |
Post by Humdinger // Jun 22, 2007, 8:33am
Humdinger
Total Posts: 319
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'Ride the Pony'
Horsie does not seem to work with other objects in simulation. Sim locks up.
Anyway, created a null object for a 'saddle' and animated that to match the horse, more or less.
Then sat tankgirl on the 'saddle' and the rest is Physical Simualtion on the Tank Girl rig. Had to make some joint limit changes so she would not 'collapse' from the waist up.
Kudos for Frootee for the heads up on making animated object with with Physical Sim objects.
I think Noko did something similar a ways back with TG and the Horse. |
Post by frootee // Jun 22, 2007, 10:00am
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Total Posts: 2667
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Hey Humdinger. You're welcome!
Holy Horse! Man that looks cool! I'll need to ask you... how'd you do that?
Frootee |
Post by Humdinger // Jun 22, 2007, 10:54am
Humdinger
Total Posts: 319
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I'll need to ask you... how'd you do that?
Frootee
'Ah so the teacher has become the pupil' :D
But seriously. It's just a simple cube that she is sitting on. deleted after physical simulation. The cube being first keyframed to more or less match the movements of the horse model.
Horse model was not part of the simulation.
Also I took the IK lock for the upper chest and locked it's x-y movement and made it part of the simulation.
Also as mentioned had to really limit the joints on the upper body.
Other than that I have no idea what I am doing.:D |
Post by Humdinger // Jun 22, 2007, 11:05am
Humdinger
Total Posts: 319
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That'll be all for this week.
Back at it on Sunday or Monday. |
Post by frootee // Jun 22, 2007, 11:05am
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Total Posts: 2667
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Frootee Wan has taught You Well! :D
Anytime man. Let me know if you have any questions!
That's really cool how you did that. It is very helpful to see the new animation tools in action in a highly dynamic environment, then EXPLAINED! Lots better than just reading a description in the manual!
<Shameless, Not-So-Sublime Plug Begins Here>
When you get a chance Humdinger, Please check out my short animation in the Work In Progress forum, called:
SUCKA PUNCH!
I think you'll get a... Kick I mean, Punch out of it!
<Shameless, Not-So-Sublime Plug Ends Here>
Keep it up man!
Frootee
'Ah so the teacher has become the pupil' :D
But seriously. It's just a simple cube that she is sitting on. deleted after physical simulation. The cube being first keyframed to more or less match the movements of the horse model.
Horse model was not part of the simulation.
Also I took the IK lock for the upper chest and locked it's x-y movement and made it part of the simulation.
Also as mentioned had to really limit the joints on the upper body.
Other than that I have no idea what I am doing.:D |
Post by Humdinger // Jun 22, 2007, 11:40am
Humdinger
Total Posts: 319
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When you get a chance Humdinger, Please check out my short animation in the Work In Progress forum, called:
SUCKA PUNCH!
:banana: Dude I know EVERYTHING on here that is animated. :D
I am working up to a fight scene, though this 'acrobat' stuff is just asking for more attention. Not to mention my countless 'Death of Tank Girl' stuff.
Oh and
'Tank Girl versus the Invisible 300 Foot Tall Man'
Coming Next Week to this very forum!
By the way..she loses.:p |
Post by mrbones // Jun 22, 2007, 7:20pm
mrbones
Total Posts: 1280
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Looking good Humdinger,
Here is a tip, I didnt know if you knew you could do this.
Try using the PhysMove tool on characters while simulation is running.
Try it , you might like it.
Cheers |
Post by Humdinger // Jun 26, 2007, 2:54am
Humdinger
Total Posts: 319
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Hey Mr. Bones, Frootee...anyone
Questions if I may
1 - Is there any way to enter in a numerical value for a bone/joint when posing or is everything 'interactive' only.
Would be nice to have either a text field or 'spinner' that I can enter in a value and or slide back and forth to fine tune a pose.
2 - When using the 'Look at' tool in WorkSpace.
If I have a cube attached to the head bone and move the entire rig/object the attached cube 'looks at' another cube in the scene as it should.
However if I move the skeleton using the IK handles or DynaPose tools the cube moves with the head bone but does continue to 'look at' the other cube in the scene.
If I move the second cude the cube attached to the bone does react. But not the other way around.
Am I missing something..? |
Post by frootee // Jun 26, 2007, 4:24am
frootee
Total Posts: 2667
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Hey Humdinger. I'll take a shot at this.
1: You may need to delve into the link editor for the skeleton, in order to modify or create your own custom 'rig dialog'. You can create a Windows style dialog, adding dials, text fields, spinners, scroll bars, etc. which modify the output parameters to which they are attached. I will see if I can find info on that.
2: Are you saying that, when you use DynaPose or IK handles, the cube does NOT continue looking at the target cube? (you left off the word NOT so I made the assumption that's what you meant...)
If so, (just doing a thought experiment here...):
A. Make sure Look At is still enabled when you move the head during Dynapose and IK handle control
B. Although the cube is an attached object to the skeleton, it may not be part of the IK chain (???). You may have to make it so.
C. You may have to ... aw heck I don't know about C!
HTH
Frootee
Hey Mr. Bones, Frootee...anyone
Questions if I may
1 - Is there any way to enter in a numerical value for a bone/joint when posing or is everything 'interactive' only.
Would be nice to have either a text field or 'spinner' that I can enter in a value and or slide back and forth to fine tune a pose.
2 - When using the 'Look at' tool in WorkSpace.
If I have a cube attached to the head bone and move the entire rig/object the attached cube 'looks at' another cube in the scene as it should.
However if I move the skeleton using the IK handles or DynaPose tools the cube moves with the head bone but does continue to 'look at' the other cube in the scene.
If I move the second cude the cube attached to the bone does react. But not the other way around.
Am I missing something..? |
Post by Humdinger // Jun 26, 2007, 4:42am
Humdinger
Total Posts: 319
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Hey Humdinger. I'll take a shot at this.
1: You may need to delve into the link editor for the skeleton, in order to modify or create your own custom 'rig dialog'. You can create a Windows style dialog, adding dials, text fields, spinners, scroll bars, etc. which modify the output parameters to which they are attached. I will see if I can find info on that.
I think I read this before on the forums. Seems that some kind of defualt controls should be created automatically when a joint/rig/bone is created. No matter how flexible a rig/IK system is at some point pin point control is a must. (stop self from ranting).
-----
2: Are you saying that, when you use DynaPose or IK handles, the cube does NOT continue looking at the target cube? (you left off the word NOT so I made the assumption that's what you meant...)
If so, (just doing a thought experiment here...):
A. Make sure Look At is still enabled when you move the head during Dynapose and IK handle control
B. Although the cube is an attached object to the skeleton, it may not be part of the IK chain (???). You may have to make it so.
If i grab the entire rig/object and move it as a whole the attached cube 'does' respond, rotating to maintain the 'look at'.
The cube with the 'look at' moves with the rig as it should but 'does not ' maintain the 'Look at' if I move the bones using Dynapose or IK handles.
Using DynaPose, if i bend her head the cube moves with it, but there is no change to the cube's rotation to maintain the look at.
HTMMoreS |
Post by frootee // Jun 26, 2007, 5:18am
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Total Posts: 2667
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Thanks. That does make more sense.
Maybe you can put a rotational lock on the cube so it stays locked in rotation when you use DynaPose or IK handles?
EDIT: you have to put the lock on the bone To Which the cube is attached.
If that does not work, you may have to do this:
1. Use the Dynapose/IK handles to pose the character and cube
2. Use the Look At tool to Update the cube's rotation and position After posing.
Frootee
If i grab the entire rig/object and move it as a whole the attached cube 'does' respond, rotating to maintain the 'look at'.
The cube with the 'look at' moves with the rig as it should but 'does not ' maintain the 'Look at' if I move the bones using Dynapose or IK handles.
Using DynaPose, if i bend her head the cube moves with it, but there is no change to the cube's rotation to maintain the look at.
HTMMoreS |
Post by Humdinger // Jun 26, 2007, 10:01am
Humdinger
Total Posts: 319
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'Girl Fight 001'
Same as others on settings.
10 keyframes on tank girl
second tank girl all simulation - about 10 minutes to keyframe - 2 minutes for the sim to generate the keyframes.
She was not suppose to break free, but whatever. :D |
Post by frootee // Jun 26, 2007, 10:05am
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Total Posts: 2667
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Hey humdinger. Did the rotational lock work? Or did you find another solution? |
Post by Humdinger // Jun 26, 2007, 2:08pm
Humdinger
Total Posts: 319
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Hey humdinger. Did the rotational lock work? Or did you find another solution?
Who? What? When? Where..? :)
No Frootee but thanks for the suggestion. Seems like pretty standard stuff. Something I use all the time to keep a rig character's eyes fixed on a point. I assume there is no specific example in the manual.
Either that or just another 'Open the LE and and click 12 times to get to the checkbox....'
:D
I may revisit it later.
Another video
'The Juggler'
Sim on car model |
Post by Humdinger // Jun 26, 2007, 4:18pm
Humdinger
Total Posts: 319
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'Tank Girl vs The Invisible 30 Foot Tall Man'
Cousin to the 300 Foot Tall Man
Set of invisible rings around her waist as fake 'hand'.
10 keyframes on ring object - rest is simulation |
Post by jhowell // Jun 26, 2007, 4:33pm
jhowell
Total Posts: 400
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I have been looking at what people are doing with the physics and skeletal animation of Truespace 7.5 in just a few minutes! Wow, how I use to labor in my softimage xsi to do the same things. This few minute creation was posted in this thread (I will be posting some cool things that I have been quickly doing too) ...
http://forums1.caligari.com/truespace/attachment.php?attachmentid=7129&d=1182888067
Truespace 7.5 might be the big turning point for Caligari. I have used Truespace over 15 years ago and off and on since then. 7.0 did not excite me but 7.5 is really on the right track. |
Post by mrbones // Jun 26, 2007, 4:34pm
mrbones
Total Posts: 1280
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Invisible rings? You maybee could achieve the same effect faster using the phymove tool. Maybee not though.
'Tank Girl vs The Invisible 30 Foot Tall Man'
Cousin to the 300 Foot Tall Man
Set of invisible rings around her waist as fake 'hand'.
10 keyframes on ring object - rest is simulation |
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