View Full Version : help with Fake spring !!
06-05-2008, 05:33 AM
iīll try to achive a quick "Fake Spring", starting here.
Ppos = $Pt_lookAt_end.pos.controller.Zero_Pos_XYZ.controller
at time (F - 1)
06-05-2008, 05:52 PM
iīm looking inside on Transform Delay Script : http://forums.cgsociety.org/showthread.php?f=98&t=344485&highlight=delay+position
Yellow box (script from Transform Delay Script):
at time(F-1) Sphereoffset =$Box01.pos - [0,0,0]
mypos=[-20,0,0] + Sphereoffset
at time(F-1) mymy = $Box01.transform
mymy.pos = mypos
Blue box (position script) :
at time (currentTime-1)
dragPos = $Box01.pos.controller.Zero_Pos_XYZ.value
Red Box as master, just animate.
work well in objects independents, wich have no Hierarquy......when inside a chain, totally falls apart and guess it happen double tramsforms.....Oo
perhaps the MASTER must be outside of hierarquy....
06-06-2008, 04:39 AM
NOT REALTIME, but update when changing time slider...
animate the "Dummy" to get the effect....
06-08-2008, 01:19 AM
i couldnīt think how to get the "fake" when you drives only the "MASTER dummy" (parent of entire chain)........
guess dependsOn can do this, but iīm tring to avoid it....
06-11-2008, 01:31 AM
anyone can help me how to write variables of OldPos and NewPos ???
OldPos = [0,0,0]
at time (currentTime - 5)
AnimObj = $.pos.value
AnimObj - OldPos
i just couldnīt think how to force objects to back to standard pose after some frames of animated point stops......
Here is an example of constrain transforms, it's something i dont really see people doing here - but its great for facial animation etc.
first store the transform space of the target 'point03' relative to its constraining objects,
tm1 = $point03.transform * inverse $Point02.transform
tm2 = $point03.transform * inverse $Point01.transform
Once these are store, keep them as a constant. For this test just comment them out as they've become a global. But for real use a CA to store these.
Then make a viable for your blend,
t = 0.5
Then we make two new variables holding the transform space multiplications.
nm1 = tm1 * $Point02.transform
nm2 = tm2 * $Point01.transform
We then grab the blend of positions of these spaces,
pm = ((1 - t) * nm1.pos + t * nm2.pos)
And then the rotation,
rm = slerp nm1.rotation nm2.rotation t
We build a final matrix using the rotation,
fm = rm as matrix3
and amend the last row using the position 'pm',
fm.row4 = pm
This is final transform for our point,
$point03.transform = fm
06-12-2008, 12:30 AM
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