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Is there a moray plugin to work along with Xander's plugin which allows you
to draw a spline pathand make an object follow that path????
Anyone up for making one (similar to what CC's spline inc file does i think)
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On Thu, 19 Jul 2001 22:29:29 +0100, marc ferguson wrote...
> Is there a moray plugin to work along with Xander's plugin which allows you
> to draw a spline pathand make an object follow that path????
Not so much drawing a spline, but if you set keyframes for an object, and
select cubic interpolation, the object will (I think) follow a cubic
spline between the keypoints.
This may not be what you're after though.
> Anyone up for making one (similar to what CC's spline inc file does i think)
Nope, not me, I have the programming skills of a slime mold.
<grin>
Bye for now,
Jamie.
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Jamie Davison wrote in message ...
>On Thu, 19 Jul 2001 22:29:29 +0100, marc ferguson wrote...
>> Is there a moray plugin to work along with Xander's plugin which allows
you
>> to draw a spline pathand make an object follow that path????
>
>Not so much drawing a spline, but if you set keyframes for an object, and
>select cubic interpolation, the object will (I think) follow a cubic
>spline between the keypoints.
Perhaps you could try the mikesbspline plugin - setting the spline created
as the 'object' in the anim-plugin dialogue (and, perhaps, trial and
error:-)) Sorry, but I'm no expert, least of all in animation (still at the
stills stage )
Alternatively you could perhaps use Piper util
(www.geocities.com/siliconvalley/pines/8625) and export to Moray.
And use it as a base along with Jamies' suggestion, perhaps.
Regards,
-Anoop
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Right,
I'm kinda confused about this. What I want is this...I place a point, then
another point and as i place a point, it connects to the point before it,
then A selected object of my choice moves along this line... (the line is a
curve) so its like a cubic spline that you draw...i think...I forgot to
mention that i dont know the first thing about splines etc. It's a feature
in truespace. If anybody knows the first thing about what im talking about
then mail me back. Thanx
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Hi Marc,
marc ferguson wrote in message <3b5b2f49@news.povray.org>...
>Right,
>
>I'm kinda confused about this...
Suggest you look at the animplugin docs
(http://xan-der.tripod.com/AnimPluginContents.html
What I want is this...I place a point, then
>another point and as i place a point, it connects to the point before it,
>then A selected object of my choice moves along this line... (the line is
a
>curve) so its like a cubic spline that you draw...i think...I forgot to
>mention that i dont know the first thing about splines etc. It's a
feature
>in truespace. If anybody knows the first thing about what im talking
about
>then mail me back.
Well, actually, if talking about the mikebspline plugin
(www.stmuc.com/moray/meplugins.html) it works a bit different:
First clicking on it creates a ready spline - whose components you then
manipulate.
On the other hand, if using Piper, it does work quite like that. Of course,
in a cubic spline, the first and last points are control points (These
would be equivalent, in a way, to the green points/lines in TS which you
use to control the curvature of the point. You could read the povray docs
for more detail.
Hope this helps
Regards,
-Anoop
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Marc,
I know what you're looking for... I've requested this feature for a long
time now... you'd like to be able to fully control the path that the camera,
a light or another object travels over the course of the animation time.
Blender has the capability of attaching a camera to a path spline (except
that blender cannot - as far as I know - output raytrace-quality
animations...). The bugger with the cubic interpolation in the anim plugin
is that it tends to cause a "hook" of motion at the ends of the travel path.
(Perhaps other methods of interpolation would be possible, Xander, or at
least the ability to assign a different method to each keyframe (i.e..
linear for the first frame and last frame and cubic for the ones in
between...)?)
One trick that I've recently tried and been successful with is to link the
camera's position to an object and then cause the object to move the way you
want it to. This may sound like a redundant step, but think about trying to
get the camera to move along a smooth arc path - it has no rotate transform!
Well, simply create two spheres at a given distance apart that you'd like
the radius of motion to be, combine them into a group and rotate the group
around the center of one of the spheres. Then attaching the camera's
position to the other sphere causes the camera to follow an arcing path.
Turn off the export of the spheres and you're set. Adding positional
transforms to the camera affects only its relational position to it's
"attach-parent" object - this allows more options of "tweaking" its path.
Just some thots...
-Kman
marc ferguson <mar### [at] ferguson123freeservecouk> wrote in message
news:3b575113@news.povray.org...
> Is there a moray plugin to work along with Xander's plugin which allows
you
> to draw a spline pathand make an object follow that path????
>
> Anyone up for making one (similar to what CC's spline inc file does i
think)
>
>
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"K. Lasse" <kla### [at] usacom> wrote in message
news:3b8febe8$1@news.povray.org...
> Marc,
>
> I know what you're looking for... I've requested this feature for a long
> time now... you'd like to be able to fully control the path that the
camera,
> a light or another object travels over the course of the animation time.
> Blender has the capability of attaching a camera to a path spline (except
> that blender cannot - as far as I know - output raytrace-quality
> animations...). The bugger with the cubic interpolation in the anim plugin
> is that it tends to cause a "hook" of motion at the ends of the travel
path.
> (Perhaps other methods of interpolation would be possible, Xander, or at
> least the ability to assign a different method to each keyframe (i.e..
> linear for the first frame and last frame and cubic for the ones in
> between...)?)
>
> One trick that I've recently tried and been successful with is to link the
> camera's position to an object and then cause the object to move the way
you
> want it to. This may sound like a redundant step, but think about trying
to
> get the camera to move along a smooth arc path - it has no rotate
transform!
> Well, simply create two spheres at a given distance apart that you'd like
> the radius of motion to be, combine them into a group and rotate the group
> around the center of one of the spheres. Then attaching the camera's
> position to the other sphere causes the camera to follow an arcing path.
> Turn off the export of the spheres and you're set. Adding positional
> transforms to the camera affects only its relational position to it's
> "attach-parent" object - this allows more options of "tweaking" its path.
>
> Just some thots...
> -Kman
Kman,
You r the first person who has understood exactly what i mean. I will check
out your ideas...thanks for the help!!!
MArc
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K. Lasse <kla### [at] usacom> wrote in message
news:3b8febe8$1@news.povray.org...
> around the center of one of the spheres. Then attaching the camera's
> position to the other sphere causes the camera to follow an arcing path.
> Turn off the export of the spheres and you're set. Adding positional
I've discovered that turning off the export for the spheres causes the
animation plugin to "lose" the camera's attachment to the sphere (thought it
works fine with individual stills). You gotta find another way to "hide" the
spheres - the proper material or whatever.
Along a similar line: I've been longing for a way to gradually slow down the
camera as it nears the end of its travel "path". Since there's no way to
edit the "bias" (what it used to be called I think...) of an object's
position relative to time yet, this is just a wish item. (You can do it in
Blender, BTW, cause all the elements of an object's animation can be edited
in what's called the IPO window. Xander, could something similar be done in
the Timeline Editor? - don't know if you've used Blender much so this
reference may be meaningless...)
-Kman
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"K. Lasse" wrote:
>
> K. Lasse <kla### [at] usacom> wrote in message
> news:3b8febe8$1@news.povray.org...
> > around the center of one of the spheres. Then attaching the camera's
> > position to the other sphere causes the camera to follow an arcing path.
> > Turn off the export of the spheres and you're set. Adding positional
>
> I've discovered that turning off the export for the spheres causes the
> animation plugin to "lose" the camera's attachment to the sphere (thought it
> works fine with individual stills). You gotta find another way to "hide" the
> spheres - the proper material or whatever.
That's no good. I'll have to see what the problem is.
>
> Along a similar line: I've been longing for a way to gradually slow down the
> camera as it nears the end of its travel "path". Since there's no way to
> edit the "bias" (what it used to be called I think...) of an object's
> position relative to time yet, this is just a wish item. (You can do it in
> Blender, BTW, cause all the elements of an object's animation can be edited
> in what's called the IPO window. Xander, could something similar be done in
> the Timeline Editor? - don't know if you've used Blender much so this
> reference may be meaningless...)
You are right - no way to do that sort of thing in the current plugin
(short of adding keys and piecing thing together).
It's something I've thought about, but don't have a simple way to do
yet. I'll add to the stack of things that really ought to get done.
Xander
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