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Vue F.A.Q (Last Updated: 2024 Nov 26 6:57 am)



Subject: About the Mover Wizard?


mouser ( ) posted Sun, 02 November 2003 at 8:50 AM · edited Thu, 28 November 2024 at 11:20 PM

Is it possible to get the Mover Wizard to apear in views other than top, or do you have to modify an animation path from the timeline?


gebe ( ) posted Sun, 02 November 2003 at 9:29 AM

You can use both, timeline and/or wizzard.


timoteo1 ( ) posted Tue, 04 November 2003 at 12:42 AM

Maybe I'm misunderstanding the question, but you can always just click on an object then right-click on the timeline icon. There's a shortcut key too I'm pretty sure.


mouser ( ) posted Tue, 04 November 2003 at 6:42 AM

Hmm I guess I wasnt clear but I'm not sure how else to say it, I know that I can use the timeline for this, but what I'm asking is does the mover wizard display and edit from the top view only? can the mover wizard be set to other views when it comes up?


gebe ( ) posted Tue, 04 November 2003 at 7:33 AM

Yes, to create the basical path, you only have the Top view in the wizard. But when you have done the path, you may add, delete or change anything else in one of the 4 views. Not only with the timeline, but also in selecting a waypoint and in moving it where you want. This means: 1. select the slider at x seconds in the timeline, then go in one of the other windows (side, front, main) and move the object up or down, back or forwards. OR: 2. You also can always click in one of the 4 windows at any waypoint to move (or delete) it. Guitta


mouser ( ) posted Tue, 04 November 2003 at 8:29 AM

Just what I needed to know, thank you all.


timoteo1 ( ) posted Tue, 04 November 2003 at 11:51 AM

Ahhh, Mouser, I finally understand what you're masking. You're of course talking about the waypoint screen (4th or 5th screen) in the Mover wizard. Yes, I wish it had multiple views available as well. You can of course zoom in and out (which doesn't always work) and pan around. Guitta: In Vue Pro, after setting up a box with the mover wizard (as an automobile for example) then using the replace object function to change the box to a car, the car levitates above the ground. When I try to move the initial waypoint down, Vue moves it back up. Or, if I can get it to stay down, it totally messes up the other waypoints and even adds waypoints. Then trying to move them some more Vue finally crashes. Any ideas? -Tim


gebe ( ) posted Tue, 04 November 2003 at 12:20 PM

I have tried this now 4 times. 3 times with the wizard and once only with the timelines. What I have done exactly: Create a cube. Drop it on the ground Open the wizard created a walkpath with 4 additional points Back to Vue Replaced the cube by a Mercedes. It sits exactly where I want (on the ground). But if I select helicopter, the car is not sitting correctly on the ground of course, because the cube was not either. So it is with other flying objects. Guitta


timoteo1 ( ) posted Tue, 04 November 2003 at 11:25 PM

Guitta: Thanks. I can do it fine with Vue objects, but imported objects are a different matter. I think the problem is when importing 3DS objects, for example, their orientation or other base info is not translated properly in Vue. So this is understandable. However ... ... what is not so forgiveable, is the fact that Vue Pro will not let you lower any of the keyframe positions to lower the vehicle. It will either: a) Snap it right back up to the hovering position, or b) More terrible, it will add a bizzare keyframe way off the screen and wreck the animation completely. Also, to top it off, using undo OFTEN CRASHES VUE PRO. Vue Pro has proven to be very, very unstable when doing any kind of advanced animation. I thought maybe it was because of OpenGL like in D'Sprit, but I turned off OpenGL and the same thing happens. I can recreate this crash on a consistent basis. -Tim


gebe ( ) posted Wed, 05 November 2003 at 2:36 AM

Tim, sorry your Pro crashes when undoing. If you can reproduce this, I think you should contact e-on's support and propose them to send a scene where it always happens. I will try the 3ds import/change object in an animation. You maybe could avoid this problem, if you save your 3ds first as a VOB? Guitta


timoteo1 ( ) posted Wed, 05 November 2003 at 2:56 AM

Guitta: One step ahead of ya! ;) I tried that, but the VOB object does the same thing. Also, if you try to rotate the object, it jumps up even HIGHER in the sky! Weird, eh? Some objects are higher than others, and some import on the ground. I tried running the MOVER WIZARD again after replacing the object, just to see if it would stick it back on the ground since I'm choosing vehicle. Doesn't help though. The really irritating part is that it then won't allow you to lower the keframe points. Isn't that strange? -Tim


gebe ( ) posted Wed, 05 November 2003 at 3:03 AM

Is your object one I can find for free somewhere so i could try with it? Because I have tried right now with an imported 3ds car, it works fine.


gebe ( ) posted Wed, 05 November 2003 at 3:05 AM

BTW I have another idea. when you import your 3ds, try to split it before using the timeline or anything else for it.


timoteo1 ( ) posted Wed, 05 November 2003 at 3:10 AM

I could email one to you, if you'd like. I'll have to do it tommorow though (later today) as it's 4am here and I need to get to bed. :) I don't think you can split it when you are doing a replace, can you? Just to be clear, this is occuring during replace only. Just a straight import of an object works fine. -Tim


gebe ( ) posted Wed, 05 November 2003 at 3:14 AM

OK, it can be tomorrow, becaues I'm busy anyhow today:-) gebe@renderosity.com


timoteo1 ( ) posted Wed, 05 November 2003 at 3:17 AM

Thanks, Guitta! Talk to you tomorrow. -Tim PS> I'm going to contact support as well.


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