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Animation F.A.Q (Last Updated: 2024 Nov 13 3:03 pm)
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Ha ha ha.... It took me two months to figure out your tank track programming, so would I be able to figure this out in six months... or 12 months.... or ever.... Seriously, thanks VK, I have a good idea, will IM you when I have thought it out better. PS New tracked vehicle soon, with 73 moving parts. Will send you link in about a week.
Your specialist military, sci-fi, historical and real world site.
Thanks A LOT for taking the time to post this :)
nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/
Attached Link: arcbeta (3.1 MB)
Helgard, if you need background information about the code, you can download a beta version of the ARC tutorial. It covers the syntax of the valueOp operators (so called "ERC slave code"), basic information about functions, and tips & tricks to develop and debug ERC functions. There is also a collection of code examples of some elementary functions like abs(), sign(), modulo(), floor(), ceiling(), round(), power(), exp(), ln(), squareroot(), some trigonometric functions, parametric and polar functions. The tutorial is a beta version. There are no real code examples and no example models included.Thanks VK. Almost finished with the M3, so I can get to this by Monday or so. I have been trying some other things, but I was wondering about these - Any idea what this is in Poser 6, James CR2: useZBuffer 1 algorithm 0 And in the Geometries folder in P6 there is a folder called Balance, with com.mtl and com.obj, but I can't find any Cr2 or PP2 that references them, so what are they for?
Your specialist military, sci-fi, historical and real world site.
That Seems awful complicated to me.
All I do is Place a car on the ground. What ever curves you need you put in your walk path. Then from the top camera pull away so you can see the whole scene. (the numbers are for Example only.) a thirty frame animation. Frame 1 the car looking from above. line the car up with the walk designer path. Then at frame (between 10 and 12 - and 18 and 20) depending on how tight of a curve you want to make it. For example sake, use frame 12 which is before the curve using the Y Rotate and and X & Z Trans. pull your car to that position and line it up in line with the walk path. and I use spline break then go to frame 18 and again line the car up with the path and spline break it again. finaly the end frame pull the car to that point and line it up again and your done.
I have as smooth of a turn as you could want and can do the hole thing in less than a minute.
If the subject should be a rocket going up, then down. the same applies as when you are looking down from above only I use a side view camera. I all ready have the turns completed, now all I have to do is bring the walk path in the air while Im in the side view camera.
From there I use a side view to raise the craft in the air lining it up with the walk path then use the Rotate X to line up with the arch with the peak of the path. using the same steps as above and bring it down.
When you get into math that becomes confusing. If it looks correct to the eye. that is what counts in animation. I wish I was good at the calulations use use. I could sure use them on other things!
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Attached Link: http://www.atlantis23.com/bezierpath.zip
The idea was to make a "motion path" figure consisting of two (or more) 3D Bier curves. The motion path figure defines the knots and control points of the curve, and calculates the coordinates of a point moving along the curve. The moving point is body part (actor) "dummy" of the path figure. To move an object on the path, the object is parented to actor "dummy" and then the "Plot" dial is animated.