CompuServe Thread

#LW Help

24 messages in this thread
#75570From: Jim S. RoofFeb 26, 1994 4:38 PM
I need to be able to convert LW 3.1 keyframe motion files that consist of keys spaced (say 10 frames apart) into the exact same motion but with each frame being keyed. It's not as easy as it sounds! I have tried going back and creating new keyframes between the original ones but this destroys the splines. It has the effect of making the motion linear. Has any one come up against this and solved it? Is there a reliable Modeler Macro for this? This is fairly important to a project, any help would be greatly appreciated. Jim Roof
#75572From: GREG TEEGARDENFeb 26, 1994 5:04 PM
Just curious, why would you want every frame key-framed? GT
#75644From: Jim S. RoofFeb 27, 1994 1:12 PM
I just got Sparks and in order to use certain functions of this particle system you must provide motion files with every frame keyed. I think its going to be pretty cool once I get the hang of it. Jim
#75647From: GREG TEEGARDENFeb 27, 1994 1:35 PM
You mean YOU have to generate a motion file by hand keyframed every frame!? Shoudn't the program do that for you? Assuming you do, why don't you generate one, save it as a motion file, and then just load it up when you need one. GT
#75771From: Jim S. RoofFeb 28, 1994 12:39 PM
Greg, The problem isn't in the concept nor in the tedium of creating the motion file. The problem is in the actual working out of converting a nice spline curve into a frame by frame motion path. My question is simply this: Is there a reliable method for creating a motion file that has all frames keyed from one that does not. The attempts that seem at first glance to be simple prove false. As I mentioned in an earlier message, when you attempt to fill in the gaps between the already-placed key frames you "squeeze" out the roundness of the splines. This is what I am trying to overcome. Sparks needs this information for the way that it processes its files.
#75849From: GREG TEEGARDENMar 1, 1994 12:25 AM
I can't think of a way to do that. You mimght want to ask John Gross; that's what I do anyway….. GT (course it's easy because he's in the next room…)
#75959From: Arnie CachelinMar 2, 1994 8:53 AM
I think LW automatically makes adjacent frames linear, you may try doubling the length of the animation(scaling), hand-making keys at every other frame, then just rendering every other frame. Sparks should be able to do this, if it needs it. The splines are a variant of Kochanek-Bartels splines which one could probably find in some siggraph paper.
#75587From: Anthony E. ThomasFeb 26, 1994 8:04 PM
Why….????? What is the purpose of key-framming every frame?? There is normally a way of getting around having to do that. Just curious (VERY!!),
#75624From: Wayne ColeFeb 27, 1994 6:42 AM
TO get out the data for accurate position plots/data to feed a trajectory analysis or some such? I always wanted a way to be able to get a motion versus time data set for any object, light, camera in a LW anim and to be able to set same using a formula (procedural path) instead of having to key it. I think DMM is based on this principle. wmc – via Autopilot!
#75623From: Wayne ColeFeb 27, 1994 6:42 AM
I believe this is how DMM makes its paths. Essentially figures every frame pos/rot and keys every frame. The only way I can thnk of to do it is to select the object, go into layout, advance the anim 1 frame at a time and hit create key, selected object and take the default (current) frame mumber. In fact, if LW supports an ARexx command to advance the frame, and one to set the key frame for a selected object you could gin a macro to do it. Then save the objects motion to a motion file. wmc – via Autopilot!
#75645From: Jim S. RoofFeb 27, 1994 1:18 PM
Wayne, That was my first guess. The problem with it is that the splines flatten out as you create a new key closer to the next "original" keyframe. Its kind of like squeezing toothpaste out of a tube, only your squeezing the spline curve into a more linear shape. My last try was to do it this way: Create keys at 0,15,30; go to frames 7,22 and create keys; then to 4,11,19,26 to create keys; then fill in the rest of the holes. This ends up fairly cloes to the original curve. The original key at 15 is a little "out of shape" compared to the original spline but it is ok. BTW, I'm doing this because Sparks needs motion files that have every frame as a keyframe. Jim Roof
#75732From: Wayne ColeFeb 28, 1994 5:18 AM
Seems like if SParks needs every frame as a key, they should provide a way to work the LW spline path math backward to create them in an "import motion" operation, don't you think? wmc – via Autopilot!
#75772From: Jim S. RoofFeb 28, 1994 12:40 PM
That would be deluxe. Unfortuneately that's not the way it works now. Jim
#75949From: jeff HolinskiMar 2, 1994 7:31 AM
Wayne, I realize you probably don't want to hear this now that you've bought Sparks, but if you need particle animation without keyframing EVERY frame perhaps you should look at movepf.lha. With this program you set up your particles with 2 keyframes and a few requesters. It's shareware and available on Compuserve. If Sparks doesn't do everything that this shareware program does and more I'd be pretty surprised and would start pestering the makers of Sparks for an upgrade. For $100 is should be at least as good as a shareware program right? Jeff H…
#75963From: Jim S. RoofMar 2, 1994 9:13 AM
It's actually pretty powerful. What I am trying to do is something like making a rotating lawn sprinkler with all of the inherited motions coming from the rotations of the arms. Sparks does a lot of things but the motion files used for inherited motion must be supplied key-by-key. I have looked at the file that you suggested and it does very little compared to Sparks. Jim
#75991From: Erik FlomMar 2, 1994 1:52 PM
Have you tried saving the the 'path to motion' macro in the modeler? In your case, it sounds like you'd want to create a circle in Modeler with the number of points=the number of frames for one rotation of the sprinkler head. Then use the 'path to motion' macro to save the circular object out as a motion path. I just tried it, and it seemed to work. BTW, I just started playing with SPARKS last night. Man, it takes along time to calculate each frame! Keep On Toastin' Erik Flom
#76007From: Jim S. RoofMar 2, 1994 4:12 PM
Erik: The path-to-motion works unless I go over 20 points or so. it then makes real neat string art! If your version does not do this would you UL it? Mine may be an early defective version. I get pretty fast SPARKS frametimes. But I'm not using over 100 objects. I did one with 1500 and it was taking about 5 minutes per frame. then I realized that the scene would probably crash with that many objects. let me know how it cames along. Jim Roof
#76050From: Erik FlomMar 3, 1994 12:04 AM
That's an interesting limitation you mention about SPARKS. (One of _many_ it would appear. :^) Have you considered trying just do a 1/4 rotation of the rotation, and then clone that 4 times for each 'spoke' of the sprinkler? (or however many 'spokes' you want.) I've actually been trying to get some 'flocking' particles to do what I want….To no avail. Using the default value for a gravity well sent the flock flying in every direction (maybe because it passed through the center of the well? :^) I've tried other values, but now _none_ of the 'flocking' objects are moving as the group passes by the gravity well. Oh well….. Have you noticed how _BAD_ the manual is?!?!! They credit 2 people for writing this flimsy thing that's chock full of grammatical errors, poor spelling, and bass-ackwards logic. The program itself is pretty bad too. It's the little things like: when you bring up the 'gui' editor for the 'flock' controls and try to exit by clicking on the close box (there's no 'OK' button, that'd be too complex), it doesn't close the window until you deactivate the 'gui' button in the 'flock' dialog box! – Hitting return will 'tab' through all active fields in the main window, except of course for 2 fields (maybe they're 'special' :^) – It doesn't work with the ASL File Requester replacement I use, etc……. It's typical of Amiga software: really cool concept, some nice features, and a piss-poor user interface…… Oh well, I figured out why each frame was taking so long…..it was updating the display window in LW each time. When I had a file rewuester up in LW, SPARKS ran much faster. Thanks for your feedback. Good luck with your endeavors. Keep On Toastin' Erik Flom
#76097From: Jim S. RoofMar 3, 1994 12:10 PM
I have gotten flocking to work but it takes scaling back the effects numbers as well as gravity. Also, if you are using the path to motion script you might check out your final path for accuracy. Gotta go. Jim
#76198From: Erik FlomMar 4, 1994 10:35 PM
Thanks. I had finally noticed some problems in the path I had created. FYI, I gave up on the flocking, and tried to create a sprinkler stream. I got the stream to shoot out while traveling in a 30 frame circular orbit, but I couldn't get the 'nozzle' to align to the path! So, even though it's traveling in a circular path, the 'nozzle' is always spewing parts out directly to the right (the default 0 degree position for the nozzle)! I actually called them about it today. The guy took my name and said they'd get back to me when they figured out a solution. (There seems to be no solution currently – though an 'align to path' option would solve all of our problems.)
#76241From: Jim S. RoofMar 5, 1994 1:05 PM
Erik, There is a "scene tag" function that is used to place addendums to each object after Sparks writes the scene file. This Tag can be used to parent every object to a null, load bones and bone motion files, etc. I would check and see if the "align to path" function is turned on in the object section. My guess is that if you could align each object to the path then this might solve the problem. Also, make sure that "inherit motion" is on, this way you get a feeling of imparted velocity from the motion of the particle spout. I am actually fairly pleased with what I can do with this. You're right, the doc is pretty bad but experimentation will work (if you have a fast machine). I would give the documentation a "7" on the Real3D V.2 scale of hopelessness. Jim
#76092From: Arnie CachelinMar 3, 1994 11:11 AM
There was a bug in modeler which caused it to spit out points in random order to arexx. This caused problems for path-to-motion which were fixed (allegedly) in v3.1 modeler. I think there are also macros from making motions from formulas .. like x=r*cos(t), y=-r*sin(t)…
#76200From: Erik FlomMar 4, 1994 10:35 PM
Allegedly fixed, but I still have a problem with 'Path To Motion' randomly ordering the points. I got around it by creating a 'curve' instead of a polygon – it worked then, but the length was about twice what it should have been (seemed related to the number I entered in the 'frame count' window)
#76074From: jeff HolinskiMar 3, 1994 7:25 AM
Jim, I can see where doing a rotating lawn sprinkler would be difficult. Perhaps I misunderstood what the problem is. As I picture it your sprinkler will consist of 2 particle sources. They will rotate around a pivot point half way between them and will both face away from the pivot point toward the outside of the circle. You need to make a keyframe describing the position and heading of each particle source for each frame of the anim. Sparks will then generate the particle streams based on these keyframes. Is this pretty much what you're trying to do? If so, why don't you e-mail me a scene file you've done by hand. (About 30 frames will do.) A long time ago I wrote a program to generate paths for VistaPro that had some simple motions built in. It may be possible for me to modify it to write LightWave scenes. If it looks like a lot of work perhaps I'll upload the source code. It's written in Cando but it will easily translate to basic (that's what I designed it in) and should be simple enough to convert to ARexx. Jeff H…