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Dinodiegus
09-10-2002, 07:14 PM
Hi all,

I have a Noise float used on a fire effect, to make the fire go on and off.

Is it possible to take the function curve or Float of that fire burst and use it as an X translation, so i can make the hand of the character move when the fire burst is on.

Because i tried to do it manually but i have no clue when the fire burst is on or off on the timeline when i am animating the Characters Hand. It doesnt show the burst Keys on the timeline.


Thanks.
:airguitar

BrandonD
09-10-2002, 07:17 PM
You could do a couple things. You could instance the Noise Float, but keep in mind that when a procedural controller like that exists as the sole controller for a parameter, it will work in world space. So you should change the position controller on the Hand to a Position List. That way you will keep the original animation on the hand (probably in a Bezier Position). Then you could add a new Position XYZ controller in the List (works like layers of animation controllers). Now just instance the Noise Float into the X channel of the new Position XYZ and it should work. It will cause the Noise to be local (or relative) to the original animation.

Does that make sense?

Dinodiegus
09-10-2002, 07:32 PM
Does each Biped part have a xyzPosition in the trackview?


this seems a bit complexe to me.

Basicly i want the easiest way to make my hand move back when the machine gun is fired.

so its like an on off animation, back forth.

is there an easy way to do this?

thanks.

BrandonD
09-10-2002, 09:16 PM
Hmm, with Biped? I'm not sure, I didn't really consider that. You know, you could always set the gun hand in object space (to the Gun) so that when you move it, the hand moves with it. Take a look at the CS help file and check out Body/Object Space and Props. My CS knowledge is quite limited as I strictly use Crowd and not really Biped much.

Reality3D
09-10-2002, 10:29 PM
As Brandon said, you should make a position xyz controller, add a list controller to X, and apply then a instance of that noise but instead of hand, to the weapon(biped does not support controllers). Then at ik Key info change the arm to object space ik blend to 1.0. See the example

Dinodiegus
09-11-2002, 01:34 PM
Thanks Reality, you example really helps me alot understand more now.

Thank you

Dinodiegus
09-11-2002, 01:38 PM
Reality3D,


Did you attach the sphere to the hand of biper ? or hand to Sphere?

and how did you make it so it works when you slide the timeline?

Dinodiegus
09-11-2002, 02:28 PM
OK im getting there, i think.

I started from fresh, new Biped.


then i made a sphere like you did.

i selected the hand of biped model then wen in IK key info and clicked object instead of Body and i put ik blend to 1.

this creates a key on timeline ok.

when i select sphere the hand and arm moves with sphere OK.


Now what do i do to animate them ? How did u put the float on them ?


Thanks.

Reality3D
09-12-2002, 10:02 AM
I put The Position XYZ and the float list controlloer to the X. Then the noise controller. Select the sphere and check at motion panel the controller displacement

Dinodiegus
09-12-2002, 07:11 PM
Ok finally i got it.


i simply put an xyz position controller in track view for the Y position of my rifle.

Then added a noise float on it and used same parameters that i used for my flash. except for one thing , i put only a strength of 2 instead of 500, because the arm would move back way too much and seemed like the character was firing a Bazooka instead of a rifle.

Now i have to see if it works if both hands are linked to object (rifle)

Well if anyone is interested maybe i can make a tutorial on this.

Thanks Reality and Brandon you guys helped me alot.

cheers!

When you get stuck, never give up you will get out of the situation!




:beer: :beer: :beer: :beer:

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