Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..?
Hi Garry, If you mean this Budweiser: http://www.budvar.cz Yes, we have it! Bud I prefer a German Beer test day for you. You're welcome. Matthias - Original Message - From: "studio" <[EMAIL PROTECTED]> To: Sent: Sunday, December 03, 2006 4:37 AM Subject: Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..? > > Hi Stefan, > > I'll set up a "Garry confuser" for picking up in the evening. > > To Garry: If you're ever in Germany, we should have > > some good German beer, that's not confusing at all ;-) > > Hi Matthias : > > You mean they have Budweiser in Germany ? OK , now > you're talkin' ! > > Hope to take my next big train trip through Europe , just > not sure when that might be ... thanks for the invite though . > > In the meantime , cheers ! > > studio >
Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..?
> Hi Stefan, > I'll set up a "Garry confuser" for picking up in the evening. > To Garry: If you're ever in Germany, we should have > some good German beer, that's not confusing at all ;-) Hi Matthias : You mean they have Budweiser in Germany ? OK , now you're talkin' ! Hope to take my next big train trip through Europe , just not sure when that might be ... thanks for the invite though . In the meantime , cheers ! studio
Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..?
Hi Matthias.. Thx for the new prj.. I will test it and the one you will do tomorrow.. after I have had some sleep..=).. ouch.. thx for all your time.. its very much appreciated indeed.. ! cya tomorrow.. (or later today =).. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Hi Stefan, I'll do tomorrow a thrird try with contraint weighted. (But this will give a "hard" grab) I'll set a scene like the ´description you made, too :-) (One with carriage, script and weighted Lattices many ideas to grab ;-) Matthias - Original Message - From: Beg-inner To: [EMAIL PROTECTED] Sent: Sunday, December 03, 2006 12:21 AM Subject: Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..? Hi Matthias.. Thx for doing this one... it looks nice.. Actually I have made similar things... If you get time, could you plz make a prj that does it like this. 1. Move the hand in place and pickup the bottle (exactly, no floating..) 2. Put down the bottle on the floor and release it (exactly) 3. Pickup a Ball that is next to the bottle on the floor...(exactly) 4. Put this Ball on the table and release it.. (exactly) What I havent got working is..pickup and put down multiple objects after one another.. and the problem of having no obvious difference in position and rotation of the object, in the moment when they are pickup or put down.. ! (shouldnt get offset) One should be able to just focus on getting the handskel.and rest of skels..in such a way that the object is in position and rotation in a natural (or wanted) way, when you´re going to release the object... When picking up an object, you should just move handskel and so in needed place.. and Object should attached to the handskel as is.. with its current position and rotation.. ! Hope some of this babbling makes any sense.. =).. Thx in advance.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. - Original Message - From: Matthias Kappenberg To: [EMAIL PROTECTED] Sent: Saturday, December 02, 2006 7:35 PM Subject: Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..? Hi Stefan, attached is a file (really). I've created two polygonal nurbs curves and a level with some objects and a hand skeleton. I've Lattice mapped the level to both curves with Translate+Rotate. Then I've binded one of the nurbs curves to the skeletons hand. Now I've created a keyframer in chor window with Lattice Weights set to animated and moved the keyframer on top of the levels-chor (have hierarchical structure in mind ;-) In the ChorWindows Properties of the levels keyframer for the lattices weights I've simply drawn anim curves to blend position+rotation between nurbs1 and nurbs2. The result is interesting and should fullfill the "pickup" needs ;-) Feel free to ask. Have fun, Matthias - Original Message - From: Jean-Sebastien Perron To: [EMAIL PROTECTED] Sent: Friday, December 01, 2006 4:28 PM Subject: Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..? Beg-inner wrote: Hi Jean-Sebastien.. Thx very much for you reply and input on this ! Yep that is hard.. since when you lower the weight of the Constraint (lattice mapping or similar) then Object jumps to position depending on where it was when mapped.. Also the offset is not compensated for when you move the Object which the target object is mapped to... And anim syst. only seems to deal with relative translations.. and so on, which then makes it impossible to record the world position of the Target object... =( Yep.. I have used this 2 copies method and others, in the passed, and its fine for one or a few objects.. but for some more and more complex objects, its reallly is just enough with one of each object.. ! btw.. is this 2 copies method, the method you were going to use in the coming tut I saw on your site called "How to animate a character jumping in a car then on a moving train?" ? As much as this is in char anims..there really should be a simple way of doing this.. so its as easy as just where and when an object is, when you lower the weight of the Lattice map chor, the sw should record/remember this..(it could be an option, so that at other times, not all objects behave this way, when not needed..) I think it will be fixed for V6.. hopefully.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Real
Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..?
Hi Stefan, I'll do tomorrow a thrird try with contraint weighted. (But this will give a "hard" grab) I'll set a scene like the ´description you made, too :-) (One with carriage, script and weighted Lattices many ideas to grab ;-) Matthias - Original Message - From: Beg-inner To: user-list@light.realsoft3d.com Sent: Sunday, December 03, 2006 12:21 AM Subject: Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..? Hi Matthias.. Thx for doing this one... it looks nice.. Actually I have made similar things... If you get time, could you plz make a prj that does it like this. 1. Move the hand in place and pickup the bottle (exactly, no floating..) 2. Put down the bottle on the floor and release it (exactly) 3. Pickup a Ball that is next to the bottle on the floor...(exactly) 4. Put this Ball on the table and release it.. (exactly) What I havent got working is..pickup and put down multiple objects after one another.. and the problem of having no obvious difference in position and rotation of the object, in the moment when they are pickup or put down.. ! (shouldnt get offset) One should be able to just focus on getting the handskel.and rest of skels..in such a way that the object is in position and rotation in a natural (or wanted) way, when you´re going to release the object... When picking up an object, you should just move handskel and so in needed place.. and Object should attached to the handskel as is.. with its current position and rotation.. ! Hope some of this babbling makes any sense.. =).. Thx in advance.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Saturday, December 02, 2006 7:35 PM Subject: Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..? Hi Stefan, attached is a file (really). I've created two polygonal nurbs curves and a level with some objects and a hand skeleton. I've Lattice mapped the level to both curves with Translate+Rotate. Then I've binded one of the nurbs curves to the skeletons hand. Now I've created a keyframer in chor window with Lattice Weights set to animated and moved the keyframer on top of the levels-chor (have hierarchical structure in mind ;-) In the ChorWindows Properties of the levels keyframer for the lattices weights I've simply drawn anim curves to blend position+rotation between nurbs1 and nurbs2. The result is interesting and should fullfill the "pickup" needs ;-) Feel free to ask. Have fun, Matthias - Original Message - From: Jean-Sebastien Perron To: [EMAIL PROTECTED] Sent: Friday, December 01, 2006 4:28 PM Subject: Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..? Beg-inner wrote: Hi Jean-Sebastien.. Thx very much for you reply and input on this ! Yep that is hard.. since when you lower the weight of the Constraint (lattice mapping or similar) then Object jumps to position depending on where it was when mapped.. Also the offset is not compensated for when you move the Object which the target object is mapped to... And anim syst. only seems to deal with relative translations.. and so on, which then makes it impossible to record the world position of the Target object... =( Yep.. I have used this 2 copies method and others, in the passed, and its fine for one or a few objects.. but for some more and more complex objects, its reallly is just enough with one of each object.. ! btw.. is this 2 copies method, the method you were going to use in the coming tut I saw on your site called "How to animate a character jumping in a car then on a moving train?" ? As much as this is in char anims..there really should be a simple way of doing this.. so its as easy as just where and when an object is, when you lower the weight of the Lattice map chor, the sw should record/remember this..(it could be an option, so that at other times, not all objects behave this way, when not needed..) I think it will be fixed for V6.. hopefully.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Beg-inner wrote: Hi all.. Anyone have any good and hopefully easy ways to share how you would go about,(Pick up and Release objects..) (I myself have used some not so good workarounds long enough now..=) This is just a simple example what I want to easily do. At frame 20 Character picks up Object A, and carry it with him until frame 40, then he throws
Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..?
Hi Stefan, another one with carriage weights. Matthias pick-up-with-carriage.r3d Description: Binary data
Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..?
Hi Matthias.. Thx for doing this one... it looks nice.. Actually I have made similar things... If you get time, could you plz make a prj that does it like this. 1. Move the hand in place and pickup the bottle (exactly, no floating..) 2. Put down the bottle on the floor and release it (exactly) 3. Pickup a Ball that is next to the bottle on the floor...(exactly) 4. Put this Ball on the table and release it.. (exactly) What I havent got working is..pickup and put down multiple objects after one another.. and the problem of having no obvious difference in position and rotation of the object, in the moment when they are pickup or put down.. ! (shouldnt get offset) One should be able to just focus on getting the handskel.and rest of skels..in such a way that the object is in position and rotation in a natural (or wanted) way, when you´re going to release the object... When picking up an object, you should just move handskel and so in needed place.. and Object should attached to the handskel as is.. with its current position and rotation.. ! Hope some of this babbling makes any sense.. =).. Thx in advance.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. - Original Message - From: Matthias Kappenberg To: user-list@light.realsoft3d.com Sent: Saturday, December 02, 2006 7:35 PM Subject: Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..? Hi Stefan, attached is a file (really). I've created two polygonal nurbs curves and a level with some objects and a hand skeleton. I've Lattice mapped the level to both curves with Translate+Rotate. Then I've binded one of the nurbs curves to the skeletons hand. Now I've created a keyframer in chor window with Lattice Weights set to animated and moved the keyframer on top of the levels-chor (have hierarchical structure in mind ;-) In the ChorWindows Properties of the levels keyframer for the lattices weights I've simply drawn anim curves to blend position+rotation between nurbs1 and nurbs2. The result is interesting and should fullfill the "pickup" needs ;-) Feel free to ask. Have fun, Matthias - Original Message - From: Jean-Sebastien Perron To: [EMAIL PROTECTED] Sent: Friday, December 01, 2006 4:28 PM Subject: Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..? Beg-inner wrote: Hi Jean-Sebastien.. Thx very much for you reply and input on this ! Yep that is hard.. since when you lower the weight of the Constraint (lattice mapping or similar) then Object jumps to position depending on where it was when mapped.. Also the offset is not compensated for when you move the Object which the target object is mapped to... And anim syst. only seems to deal with relative translations.. and so on, which then makes it impossible to record the world position of the Target object... =( Yep.. I have used this 2 copies method and others, in the passed, and its fine for one or a few objects.. but for some more and more complex objects, its reallly is just enough with one of each object.. ! btw.. is this 2 copies method, the method you were going to use in the coming tut I saw on your site called "How to animate a character jumping in a car then on a moving train?" ? As much as this is in char anims..there really should be a simple way of doing this.. so its as easy as just where and when an object is, when you lower the weight of the Lattice map chor, the sw should record/remember this..(it could be an option, so that at other times, not all objects behave this way, when not needed..) I think it will be fixed for V6.. hopefully.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Beg-inner wrote: Hi all.. Anyone have any good and hopefully easy ways to share how you would go about,(Pick up and Release objects..) (I myself have used some not so good workarounds long enough now..=) This is just a simple example what I want to easily do. At frame 20 Character picks up Object A, and carry it with him until frame 40, then he throws it away and in frame 60 he picks up Object B, lifts it up and in frame 80 he puts it up on a table..and walks away.. and so on.. There were some scripts for V4.5 .. that Frank made... but those cant be used in V5...=( (Script Constraint Thingy isnt backwards compatible...) Lattice Mapping, in combo with keyframing the objects, would maybe work, if objects could have their Translation to be animated in World space and not Object space (which is just in a relative way) Is it at all possible to animate in World Space? =) Any hints or workflows wou
Re: VSL - World space coordinates
At 18:54 2-12-2006, you wrote: There might be an option to transform coords into world space, but I don't think so. What you could definitely do is 1) Create a custom vector channel WorldCoords 2) Create a VSL material 'World' that copies Coords to WorldCoords in the Surface Prop's 3) Create a top level parallel map of material 'World' that is 1x1x1 units in size with 0,0,0 at the world origin Then in all references to that material, you'll get absolute world coordinates. I think in local materials, you'll be able to reference the custom WorldCoords channel for that purpose. Though I can't rightly remember the order of evaluation - I don't do much RS these days. David Coombes [EMAIL PROTECTED] These days you can set evaluation Priority in the properties of the material primitive (the object in the hierarchy). Highest = evaluated first. Your method is exactly what I would do, it should work! -Mark H
An SSSish model file for you guys to try + detailed explanation! PLEASE NOTE
Guys, I should say that this file was done on a WIN XP system. Realsoft V5 with SP3 installed. Not sure if it will work in earlier versions. Cheers Aidan
An SSSish model file for you guys to try + detailed explanation!
Hi Guys, K-UDA was running into problems so I decided to do an SSSish scene and model for all of ye fellow level 2 types and below to try out, along with detailed explanation / tute. Here it is: http://www.tidalsound.com/3dstuff/sssthing.zip This is the R3D file inside a zip file, so unzip. The materials are included I hope. SSSishV2 etc. HERE IS THE FINISHED RENDER: http://www.tidalsound.com/3dstuff/sss_scene1.png === Tips, Hints, things worth noting in my travels: BEFORE DOING ANYTHING, MAY I SUGGEST YOU MAKE A COPY OF THIS FILE AND USE THE COPY FOR DOODLING. AT LEAST YOU CAN FALL BACK ON THE ORIGINAL IF PROBLEMS ARISE. To speed up rendering with GI - Go to the Rendering Settings tab under the select window [ normally left, where all your meshes, lights etc are ]. Double click "GI_Rendering": 1. Under Raytracing set the Anti Aliasing and Threshold to 0. AA is being done POST in the GI_Effects [ I think :) ] 2. Under the Distr tab turn off Box rendering 3. Under the Misc tab set Geometry Quality to low. Close all that and now go to the Post image Effects settings tab in the select window. Double click GI_blur and set Iterations down to 2 [ if not already ]. Again this speeds things up. About the lights - I have one point light INSIDE the wax jug model and one above toward the back of the scene. In both cases I set the color of the lights to a white/yellow. No light is pure white. To do this just right click the light, properties and the Col tab. You can see the color swatch under Surface Properties / the clear button. I have set the light inside the model to NO Shadows and its falloff to local. Do this by right clicking the light, properties, Spec Tab - both Falloff and Shadow casting sections. Here also the intensity of the lights is set to low enough. You can doodle with this yourselves - that is the intensity of both the lights to see what happens. For GI generally - you keep the light intensity way lower than for normal rendering. Lets say GI is more sensitive to light, so treat it gently :) [ HEHE - one of the level 3 guru's can get into why this is so if you ask nicely I am sure ]. The Sphere surrounding the scene is an Analytic sphere. Huge. If you right click it, properties and go to General Properties you will see that it is set to Hollow and inverted. It is also set to Reflection Invisible, Shadow Invisible and No Shadows. I also dropped its color down to RGB 7 7 7 - near black. The table top has a simple shader made up with a dark purple color, reflection and specularity. The two other shaders to the Wax Jug are the standard Wrinkled shader [ adjusted ] and the standard marble1 shader [ adjusted - changed its colors and reflection etc ]. Just open these shaders to change. Test render and see. All Cameras in the scene are set with Flashlight at RGB 0 0 0, as in black OR off. To set this - right click the Camera, properties, Camera tab, set flashlight to black. This is done so that the only lights in the scene are the ones you added and GI rendering will be happier :) . The flashlight also illuminates the scene when on - outside of your lights. To set the flashlight of the default camera in the scene, right click the View window anywhere [ not the models/meshes ], camera tab, flashlight black. I am test rendering using a View Window. If not opened go to Windows menu, View Window. Just right click this window - Render, Raytrace. Also right then select Camera, a pop out menu appears - note Perspective and Tracking are ticked. This is used so you can control the view that YOU wish to render. To make sure tracking works [ as in when you rotate the scene, its the camera view you are seeing - tracking with the camera ] Right click the view window, view properties, Camera Tab - make sure TRACKING ALWAYS is selected under the Tracking section in this settings box. Now use your keyboard shift, alt and your right mouse button to move the view to your liking. This is what will be rendered. For the view window test renders I am using the following setup - right click anywhere in the view window [ not on an object ], view properties, the Render tab. Note I have Rendering Settings set to GI rendering. I also have Effect/image set to GI _DRAFT [ not GI_effects ]. This is set this way while I am tweaking the scene. GI_draft gives lower quality, but faster for testing. Final render is done via the File Menu, Render. Note here in this window that Rendering Settings should be set to GI_Rendering and Effects/Image is set to GI_EFFECTS here, not GI_Draft. In my case the resolution is set to 640x480 - Height / Width is locked at 0.75, up to you is this as to how big / small the final render image will be. Hopefully I have not left anything out - if so ask, I will do my best to answer. I DO ENCOURAGE YE TO LOOK THROUGH THE FILE WITH THIS EMAIL
Re: VSL - World space coordinates
There might be an option to transform coords into world space, but I don't think so. What you could definitely do is 1) Create a custom vector channel WorldCoords 2) Create a VSL material 'World' that copies Coords to WorldCoords in the Surface Prop's 3) Create a top level parallel map of material 'World' that is 1x1x1 units in size with 0,0,0 at the world origin Then in all references to that material, you'll get absolute world coordinates. I think in local materials, you'll be able to reference the custom WorldCoords channel for that purpose. Though I can't rightly remember the order of evaluation - I don't do much RS these days. David Coombes [EMAIL PROTECTED] ... - Original Message - From: <[EMAIL PROTECTED]> To: "Juha Meskanen" <[EMAIL PROTECTED]>; Sent: Saturday, December 02, 2006 4:29 PM Subject: VSL - World space coordinates > Hello, I wanted to emulate a certain material mapping method used in > an old game, guess which. ;-) > > The method works like this: For some types of geometry the game engine > uses the actual, untransformed, world space coordinates of the > geometry instead of a regular texture coordinate set to map images to > the surface. Is there a channel in RS that allows a material to get > the interpolated world space coordinate of the point on the surface > that is evaluated? > > Without reading any documentation I dug into the channel list in the > VSL editor and found the channel with the promising name > "Coordinates", it appeared to be working until I tilted the camera. > After several hours of brain-twisting I openend the reference manual > and found that this channel is out of bounds for this very reason... > Is there any way to do this? > > Kind regards, > Fredrik Bergholtz >
VSL - World space coordinates
Hello, I wanted to emulate a certain material mapping method used in an old game, guess which. ;-) The method works like this: For some types of geometry the game engine uses the actual, untransformed, world space coordinates of the geometry instead of a regular texture coordinate set to map images to the surface. Is there a channel in RS that allows a material to get the interpolated world space coordinate of the point on the surface that is evaluated? Without reading any documentation I dug into the channel list in the VSL editor and found the channel with the promising name "Coordinates", it appeared to be working until I tilted the camera. After several hours of brain-twisting I openend the reference manual and found that this channel is out of bounds for this very reason... Is there any way to do this? Kind regards, Fredrik Bergholtz
Re: test
Haliluya (sp!) Ive been reading all your posts and for some reason or another not able to post loved the SSS candles and fingers Alasdair www.digitalmystic.co.uk - Original Message - From: <[EMAIL PROTECTED]> To: Sent: Saturday, December 02, 2006 12:37 PM Subject: Re: test > Yes? :) > > On 02/12/06, alasdair <[EMAIL PROTECTED]> wrote: > > > > > > Am I being recieved yet? > > > > > > Alasdair > > www.digitalmystic.co.uk > > > > > -- > No virus found in this incoming message. > Checked by AVG Free Edition. > Version: 7.1.409 / Virus Database: 268.15.3/562 - Release Date: 01/12/2006 > >
Re: test
Yes? :) On 02/12/06, alasdair <[EMAIL PROTECTED]> wrote: Am I being recieved yet? Alasdair www.digitalmystic.co.uk
test
Am I being recieved yet? Alasdair www.digitalmystic.co.uk
Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..?
Hi Stefan, I'll set up a "Garry confuser" for picking up in the evening. To Garry: If you're ever in Germany, we should have some good German beer, that's not confusing at all ;-) Matthias - Original Message - From: Beg-inner To: user-list@light.realsoft3d.com Sent: Friday, December 01, 2006 4:00 PM Subject: Re: Is there Anyone that can and wants to share workflows how to Pickup and release objects..? Hi Jean-Sebastien.. Thx very much for you reply and input on this ! Yep that is hard.. since when you lower the weight of the Constraint (lattice mapping or similar) then Object jumps to position depending on where it was when mapped.. Also the offset is not compensated for when you move the Object which the target object is mapped to... And anim syst. only seems to deal with relative translations.. and so on, which then makes it impossible to record the world position of the Target object... =( Yep.. I have used this 2 copies method and others, in the passed, and its fine for one or a few objects.. but for some more and more complex objects, its reallly is just enough with one of each object.. ! btw.. is this 2 copies method, the method you were going to use in the coming tut I saw on your site called "How to animate a character jumping in a car then on a moving train?" ? As much as this is in char anims..there really should be a simple way of doing this.. so its as easy as just where and when an object is, when you lower the weight of the Lattice map chor, the sw should record/remember this..(it could be an option, so that at other times, not all objects behave this way, when not needed..) I think it will be fixed for V6.. hopefully.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Beg-inner wrote: Hi all.. Anyone have any good and hopefully easy ways to share how you would go about,(Pick up and Release objects..) (I myself have used some not so good workarounds long enough now..=) This is just a simple example what I want to easily do. At frame 20 Character picks up Object A, and carry it with him until frame 40, then he throws it away and in frame 60 he picks up Object B, lifts it up and in frame 80 he puts it up on a table..and walks away.. and so on.. There were some scripts for V4.5 .. that Frank made... but those cant be used in V5...=( (Script Constraint Thingy isnt backwards compatible...) Lattice Mapping, in combo with keyframing the objects, would maybe work, if objects could have their Translation to be animated in World space and not Object space (which is just in a relative way) Is it at all possible to animate in World Space? =) Any hints or workflows would be much appreciated..! Thx in advance.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. On simple way would be to animate the constraint of the object, but in Realsoft it may be difficult. The good old method is to create 2 copy of the object to pick up : one that is in the hand of the character and the other on the table. Then animate the existence of the 2 object (with render checkbox or by scaling it to 0). Jean-Sebastien Perron www.neuroworld.ws No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.430 / Virus Database: 268.14.15/550 - Release Date: 11/24/2006 5:20 PM