Hi Carlo,

Vesa has written to me, that the SP3 JavaScript has some small bugs,
which will be fixed soon.
Maybe this solves the problems :-)

Can't wait for DynAtomic. Is cash transfer ok, when it's shipped?

BTW: I thought if we (Germans) let the Italiens win at the SoccerWM
that you'll release your plugins earlier ;-)

Matthias
  ----- Original Message ----- 
  From: Carlo Lanzotti 
  To: [email protected] 
  Sent: Tuesday, November 28, 2006 2:57 PM
  Subject: Re: First simple Char setup for walkcycles..and so on.


  Hi Stefan, Matthias,

  Unfortunately the project you mentioned cannot be load in the latest RS 
version. I will try to re-make it, it's only a matter of time, too many things 
to do :-)

  I found the little preview:

  http://win.dynadream.com/skel_constr_test.avi

  It showed complex constraints and the absence of the (in)famous foot-sleepage 
problem. 

  Anyway, as you will see, RealPuppet solve many of this problems.
  I hope to release a first version of it later in the beginning of 2007. Right 
now DynAtomic have high priority. :-)

  Regards,

  Carlo Lanzotti
    ----- Original Message ----- 
    From: Beg-inner 
    To: [email protected] 
    Sent: Tuesday, November 28, 2006 2:38 PM
    Subject: Re: First simple Char setup for walkcycles..and so on.


    Hi Matthias...and all..

    Yes Carlo´s scripted thingy was kind of nice..
    that old prj, dont work, since RS changed the Script Constraint thingy.. 
=(..
    Carlo once said he would redo it for V5 and up.. but never did.. ( I guess 
he has already too much to think about, which I can totally understand..)
    Anyway it may all come into his RealPuppet Plugin..! 

    Steptool..hmm wish that could be easier and more intuitive and also to work 
more consistant..=)

    btw..
    You are into scripting, so I bet you yourself can easily create the needed 
scripts...
    Maybe just set Hip (Spine Skel) to move a certain procentage of the Foot

    I feel that yep, such things can be good, if it ease up and makes it more 
fun to animate..
    as long as you can do what you want your character should be able to do..
    But if to much scripted, then it can lock things up and force it to only do 
certain things in a certain way....
    At least for me, I just want a good cotnrolable setup, where I can easily 
and directly in the view, grab what I need and just plug away and animate...=)
    and just use special thingys for special things that need that, and only 
for that time....

    Instead of using those anchors..
    I almost always use FK on the arms..(I have all skels set to FK as its 
Joint Action..)
    For arms that makes it fast and easy to pose them..
    If I want to use IK..then I just click and drag a actual Bone ! (a good 
combo of them both..)
    Using the constaint keys x, y, z and so on, will also help IK to move more 
predictibly..=)
    (some times I use a separate Hand (with fingers and so on) the same way as 
with the feet..)

    and yep.. maybe a combo of ours and maybe others styles, would be nice..
    one should use what feels best to ones own workflow..

    Good luck on your prjs..!
    Take Care
    Best Regards
    Stefan Gustafsson ( Beg-inner )
    A Proud Owner and User of Real3D and Realsoft3D..

      Hi Stefan,

      yep, the Pivot point is "walking" with the skeleton in your solution,
      that can be a great advance.

      At the moment I'm working on an easy to handle solution for the
      hip, my dream is something like the "footstep-tool". Move the
      feet and hold the hip between the feet. Carlo has written something like
      that loooong time ago (a skeleton walking upstairs).

      In my anim I've used so many anchors to avoid that the hole skeleton
      is modified by the IK-Objects. 

      Maybe a combination of my file and yours can do all what I need :-?
      If I have time again to play, I'll do my next try.

      THX again for your file :-)

      Matthias

        Hi Matthias..

        Thx..=) abit sharp toe =)

        I missed your latest prj file, I saw now that I had saved it..
        so I took a look on it now..
        and yep that is the main thing that differs..
        It also makes it, at least for me, easier to control, since I have both 
the Translation and Rotation of the foot in one place.. 
        Also the Spine controls the rest..
        So for the most basic anims, I only need to deal with 3 objects..

        And no Pivot points gets displaced..(which it does if you IK drag the 
skel directly..)

        I can click and drag Spine directly.. and move it where I want it, and 
feet stays rock solid on where they are..until I move them..
        (only thing to think about is that you can drag feet away from 
legs..but that is no problem, it is more of an advantage, since I can then have 
cool stretchy legs..it can be really awesome..)

        All is directly click n dragable..(one thing though I miss.. is to be 
able to directly Rotate something..)
        (Maybe that would be possiible if object got highlighted (selected) 
just by mouse over..)
        (But I might fix myself a workaround, Scripting so the rotation happens 
when moving certain objects.., then both Moving and Rotation could be done by 
direct dragging...this would speed up animating..)
        (Or maybe even better, to be able to have Certain objects Rotate 
Handles Always to be accessable Visiible.no matter if the object is selected or 
not...)

        Its even so easy that animating manually a whole sequence, scene or 
even complete anim.. is a breeze.. (I only wish I had any energy..to make 
some.. even with this easy to use and nice power, I dont have energy to 
animate..maybe tells abit how low I am...=( 

        well.. I will try to take time to make some more prjs..
        to begin with, that Inverse Foot..

        and hopefully I get some energy and make some smaller anims, one using 
a nice Metaball workflow that is pretty cool..(Would be nice to include in my 
Anim Char tut, that dont ever seems to be done..)

        btw..
        I had a odd thing happen animating..
        Where RS kept on adding Translate Pose Chors.. and it couldnt be fixed..
        Not even delete all chors.. made it go away, it was back directly when 
made it choreographable again..=)..
        I had to create a new skeleton..=(
        Experience something similar?

        btw2..
        What is the reason that you use so many Anchors?
        I only have two in a whole character setup.. one in each hip, to keep 
IK from displacing the Spine´s Object Mode Pivot handle (which I control 
upperbody and the hips position and rotation with...) !
        That in combo with having the skels 'IK Parents' set to 0 (to avoid IK 
to affect other skels..)
        and I use two 'Tail' set for the Arms so they will move ridgidly with 
the Spine (one in each joint closest to the Spine..)
        Probably include it in the next prj.. maybe easier when seeing it..then 
hearing me babbling about it..=)

        thats it for now.
        more hopefully to come..!

        good luck with your Alens..!

        Take Care
        Best Regards
        Stefan Gustafsson ( Beg-inner )
        A Proud Owner and User of Real3D and Realsoft3D..
          Hi Stefan,

          great shot :-)

          I'm very happy to see your work on character-anim.
          Seems to me, that you're using nearly the same as I do.
          Except, that your feet bones are not in the skeletons level.


          Matthias

            Hi all..

            Ok.. here is a little first simple sample prj, with one of my ways 
of doing a walkcycle..
            Also a couple of other things in this and some docs in the Levels...

            I have not much of energy....
            But I thought I would do this one as a starter...(and build on it, 
with hopefully other prjs..)

            I have also thought of making some more prjs.. 
            one with a basic and simple Inverse Foot setup...(Only Rotate 
around the ball of the foot added)
            Makes it easy to lift heel, for easy controlling the raising of the 
heel when leaving the floor...
            (I also have a working setup with rotate around heel, and around 
Toetip..., a more fully Inverse Foot setup, but this as with all things that 
can do more, then its more things to animate...)

            For most animations the more complex setups are not needed..it can 
many times just take away the fun and the flow of animating.. =)

            The thing is also that, due to the cool IK Object Thingy, my setup 
dont need any script (at least not for basic and intermediate setups..) it 
works due to Hierachy structure..
            (I have looked at other sw setups, and thought of how to make 
things work in RS..and came up with some promising stuff..)

            Also a prj with a more complete character rig setup, (Still basic)
            (With different Arm and Hands setup in it..)

            Still.. much of this and more should have been shared a long long 
time ago.. =(..
            (Every time I have seen Char Anim, or walkcycle problems on the 
list over the last years.. I have really felt bad, since I had much of it 
already working... but have had no energy at all..=( sorry )

            and also soon most will be redundant when Carlos plugin comes 
along.. when it does..(RealPuppet)

            Well I hope some can have some use of this prj and docs..
            (if not, then may just to get your own ideas..)

            If something is wrong and/or is not working, plz let me know..
            and if you wonder about something.. just ask..!

            Take Care
            Best Regards
            Stefan Gustafsson ( Beg-inner )
            A Proud Owner and User of Real3D and Realsoft3D..

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