Thanks List


Great discussion. Thanks again for all your great solutions!

Chris Mungenast

and Matthias, and all.

This "Look at" discussion hasnt been the only quality thread lately. And if those snow landscapes get any better ... skiing mid-summer.

Thanks and thanks

Neil Cooke

----- Original Message ----- From: "mungenast and standley" <[EMAIL PROTECTED]>
To: <user-list@light.realsoft3d.com>
Sent: Sunday, November 20, 2005 5:34 PM
Subject: Re: Look-at question - Updated!


Very interesting, Matthias.
I had not noticed the dropdown menu "Look at point" on the Map Object tool. I was suspecting that scripting might help for constraining the pitch, but do not know rpl
or javascript.
Thanks a bunch for that! That trick might work to keep the camera from spinning as well.

So that's the "one frame hehind" bug. What causes that? I think I got rid of it by mapping the whole camera to the camera path curve then the aim point to the target path curve.

One thing I notice about your file, though, is that I cannot reposition planes 2 and 3. I wonder why. Not ideal if you need to edit a tree's location. Of course, my set up is harder to add trees to. You would have to add another construction object the camera for
each new batch of trees you add.

Great discussion. Thanks again for all your great solutions!

Chris Mungenast

Matthias Kappenberg wrote:

Hi Chris,

isn't it easier to simply select the plane and the camera
then choose Tools-->Lattice Mapping-->Map Object
and there check in dropdown menu "Look at point".
Accept the tool. Then open the Properties Window
of the plane and uncheck "Translate" in the "Map" tab
for this lattice. Hold pitch or bank via script.

Switch camera in edit mode and move the cam-position point
to see what happens. Move the focus point and look again.

See attached file.

To switch on and off the "look at" simply open the choreography window
and set the "lattice" of the plane to zero (0), you can animate this
(But only between "on = value >0" or "off = 0".

BTW: Have a look at your scene, the one frame behind bug is
in you anim. Play the anim, stop at a random frame (47 or 52 or ....)
then click on the frame slider, the camera is jumping then a little bit
to the correct position ;-)

Matthias

----- Original Message -----
From: "mungenast and standley" <[EMAIL PROTECTED]>
To: <user-list@light.realsoft3d.com>
Sent: Saturday, November 19, 2005 7:29 AM
Subject: Re: Look-at question - Updated!

> Hi Matthias and all
>
> Matthias, thanks so much for all your work! I hope others will learn as
much as
> I did from your tutes.
>
> I have explored your files and played with Look-at construction objects > a
bit
> more, and made (for me) a bit of a discovery which I thought I would
clarify for
> anyone it might help.
>
> My goal was to have a camera slide through a scene with simple planes > with
tree
> textures on it, with the the trees turning to stay facing the > camera(but
only
> rotating on the vertical axis). The attached file has one simple set up
(Rect-1
> always faces cam-1), and another setup with a camera and its target > mapped
to
> separate curves (Rect-2 and Cam-2, slide the animation time slider).
Thanks
> Stefan for the help on this path part!
>
> The key for me was how to draw the axis for the Look-at object. In this
case,
> the axis needs to be drawn in a vertical direction.
> The relationship of the axis you draw with the plane defines the angle
> relationship between them forever. You might consider making a
construction line
> first to trace.
>
> I started by going into a front view creating a vertical plane > centered
on the
> origin (for the tree). While it's still selected, click the Look-at > button
on
> the construction tab. Now you're prompted to draw an axis. Go to the > side
view
> and draw it some distance away from the plane in the upward y > direction.
Now you
> can select this Look-at object and go the Spec tab and deselect > Pitching
and
> Banking. Now try moving the Look-at object around and watch the plane > turn
to
> face it. Try moving it up, and see that the plane doesn't tilt up or > spin.
Play
> with the Pitching and Banking settings to see how it affects the > plane's
> behavior.
>
> Now you can drop the Look-at obect in a camera, or in a level, and it > will
> continue to work. The Look-at object should be moved to the camera
position
> point, as well as placed inside the camera in the select window so it > stay
with
> the camera.
> If you want to change the camera you want the planes to face, drag the
Look-at
> object in the select window from one camera to another, and move the
Look-at
> object to the new camera in the view window.
>
> It is also possible to set up several Look-at relationships initially,
then drop
> the different Look-ats to different cameras, and simply turn off the
Look-at's
> "Construction enabled" on the Spec tab for the cameras that are not > your
current
> camera.
>
> If you need a WHOLE BUNCH of trees to follow the camera, stack them all > up
on
> top of each other and select them before mapping to the Look-at object.
They can
> be instances, too!
>
> As with all things Real, the options are only limited by your > imagination
once
> you get the hang of it. ;o)
>
> Thanks again, Matthias and Stefan.
>
> Chris Mungenast
>
>

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