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bartrobinson
12-18-2006, 10:56 PM
I have an animated character. How can I turn all of my characters animation 90 degrees in Heading so it occurs along the Z axis instead of the X axis. I need it turned in a permanent, hard keyed manner. Not just parenting everything to a null and rotating the null. I have many bones and don't want to re-keyframe them. Any plugins or other techniques are welcome.

SunDog101
12-19-2006, 12:01 AM
I have been using Lightwave for 7 years and I am not aware of any other way to rotate your already animated hierarchy 90 degrees besides having the animated parts parented to a main null. Maybe someone who is more experienced than me at animating in Lightwave might know how to accomplish this.

TrueArt Support
12-19-2006, 02:55 AM
It looks like our new plug-in TrueMotion can do that..
Do you want to see it in practice? I can make quick video tutorial showing how it works in requested by you operation..

slipster70
12-19-2006, 03:22 PM
If you didn't already create a master null, as SunDog suggested,
you should create one, turn on "Parent in Place", parent everything to it,
then rotate that null 90 degrees.
I think that would work, no plugin required...

ursa
12-19-2006, 05:13 PM
I know it would work, ive done it before, often.

bartrobinson
12-19-2006, 05:19 PM
SunDog101, slipster70, thanks. That would be the perfect solution, which I've considered, if I could rotate that master null and then unparent everything again and it affected all keyframes for the children. But it doesn't, it only affects the current keyframe. So I basically end up with a freak keyframe when I do that.

So, I don't just need to SEE the animation rotated 90 degrees. I need all of the values for all of the keyframes for all of the hierarchy to be rotated 90 degrees with their transformational relationships preserved. I need this in order to blend this animation with another animation (same rig) that occurs on another axis (90 degrees away).

TrueArt, I'd love to see a video tutorial. You've got some great plugins coming together.

taxibickle
12-20-2006, 01:24 AM
I take it you are working with Motion Mixer then, huh?

TrueArt Support
12-20-2006, 02:31 AM
Here is video
http://www2.trueart.pl/Products/Plug-Ins/TrueMotion/Graphics/Movies/TrueMotion_11.mov
(save target as..)

The first step was creating animated null, that can be your object.. Then add TrueMotion and modify position vector in node editor.. Example showed reversing X and Z, and adding Sin(Time*Pi) in Y.. but it can be anything you can imagine and made with currently available nodes and new made in future by NewTek or 3rd party..

It uses TrueArt's Node Library Extended Item Info node which has much more inputs and outputs than NewTek or Denis equivalents.. If you wish to have one node setup cloned in more than one item without altering each copy, connect TrueArt's Node Library Extended Render Info current item output to Extended Item Info item input.. It will automatically read right item parameters in fly where modifier was applied.. No need to choose which item is used in drop-down list..

Older videos:
http://www2.trueart.pl/Products/Plug-Ins/TrueMotion/Graphics/Movies/ (http://www2.trueart.pl/Products/Plug-Ins/TrueMotion/Graphics/Movies/)

kevman3d
12-20-2006, 07:56 AM
Any reason why you can't just leave it all parented to the null? :shrug:

EDIT:
DOH! Don't worry - I just re-read why!

jeremyhardin
12-20-2006, 11:32 AM
Here is video
http://www2.trueart.pl/Products/Plug-Ins/TrueMotion/Graphics/Movies/TrueMotion_11.mov
(save target as..)

The first step was creating animated null, that can be your object.. Then add TrueMotion and modify position vector in node editor.. Example showed reversing X and Z, and adding Sin(Time*Pi) in Y.. but it can be anything you can imagine and made with currently available nodes and new made in future by NewTek or 3rd party..

It uses TrueArt's Node Library Extended Item Info node which has much more inputs and outputs than NewTek or Denis equivalents.. If you wish to have one node setup cloned in more than one item without altering each copy, connect TrueArt's Node Library Extended Render Info current item output to Extended Item Info item input.. It will automatically read right item parameters in fly where modifier was applied.. No need to choose which item is used in drop-down list..

Older videos:
http://www2.trueart.pl/Products/Plug-Ins/TrueMotion/Graphics/Movies/ (http://www2.trueart.pl/Products/Plug-Ins/TrueMotion/Graphics/Movies/)
Hiya. Your solution to his problem seems to be the most viable, but I have a question.

Will your TrueMotion-affected animation be seen by motion mixer afterwards? And will TrueMotion have to be applied to every single animated item on the character individually?

bartrobinson
12-20-2006, 01:06 PM
I take it you are working with Motion Mixer then, huh?

Ya, how'd you guess? Was it the anger and stress in my voice or all the Z axis animation problems?

Are you in Arlington, VA?

TrueArt Support
12-20-2006, 02:37 PM
Will your TrueMotion-affected animation be seen by motion mixer afterwards?

Well, TrueMotion can read current item parameters after modifing them by other modifiers and outputs them to other modifiers below on the list f.e. Motion Baker, or as in the video read global item parameters that're given by LWItemInfo LW SDK global..

And will TrueMotion have to be applied to every single animated item on the character individually?

Unfortunately yes.. But node setup can be one for them all by using Extended Item Info current item output parameter..
http:///www2.trueart.pl/Products/Plug-Ins/TrueMotion/Graphics/TrueMotion_8.png

taxibickle
12-20-2006, 03:11 PM
Ya, how'd you guess? Was it the anger and stress in my voice or all the Z axis animation problems?

Are you in Arlington, VA?

Arlington, Texas

The last couple of times I've tried to use Motion Mixer the scene files get corrupted and won't re-open without crashing Lightwave. Have you had any problems like this?

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