CompuServe Thread

#Ack Revisited

13 messages in this thread
#56401From: Mike StortzMay 5, 1993 12:12 AM
Well, I moved IMAGINE to my local drive, recovered my PATH project from the zip file, and it still bombs. Go to the stage editor and try to QuickRender a frame. I get to about 40%, then *BOOM* "Call Impulse". I have (*sigh*) re-uploaded the offending file. I figured out how to add a control point to a path — use FRACTURE. Now… it seems as if an object that is following a path is constrained to complete the entire path, regardless of how many frames it exists; if the object only is present for twenty frames, it moves twice as fast as it would if it was there for 40 frames. The start speed/end speed settings don't seem to do anything. I am doubtless confused — could you explain it to me? /// Mike ///
#56423From: Stan Kalisher (Impulse)May 5, 1993 8:26 AM
Mike, sorry about the confusion regarding your earlier post. I'll download the file and see if I can figure anything out. Remember, with the PC, there are so many possible configurations out there that debugging a particular problem requires a fair amount of patience. Your path consists of X number of units. If you tell an object to follow that path, the program divides that total number of units per the total number of frames to calculate a constant speed for the object to travel. In other words, distance divided by frames = rate of speed. The acceleration/deceleration commands can only modify speed given the aforementioned parameters. Assuming you have a path of 1000 units in length and a 20 frame animation, the constant traveling speed would be 50. If you tell the object to begin at rest (0) and end at a complete stop (0), the program must now compensate and the object will be traveling at a much higher rate of speed at the animation's midpoint (frame 10). If you only wish the object to complete half the trip in a 20 frame animation, one option is to set up the animation as a 40 frame scene and only render frames 1 to 20. Hope this helps. –Rick Rodriguez
#56440From: Mike StortzMay 5, 1993 8:37 PM
Rick, That explains it! OK, that covers having an object complete =less= than a full path circuit… now, how do I make it cover =more= than a full circuit? Or, alternatively, can I start an object at an offset from the beginning of the path? I want the camera to follow the object at a discreet distance. /// Mike ///
#56444From: Stan Kalisher (Impulse)May 5, 1993 9:04 PM
Mike, the best bet is to create a duplicate path for your camera and offset it by the required amount. Then track your camera to the object or to an appropriate target. –Rick
#56835From: Charles BlaquiereMay 11, 1993 10:35 PM
Mike, as an addendum to Rick's reply, remember that you can offset the camera path from the object path two ways: in time or space. I myself haven't tried it, but it would seem like the most realistic effect would be obtained by having the camera path overlay the object path in space, with the object path appearing (3 frames?) before the camera path. Having the two paths coincide in time, but offset in space (in Y by 100 Imagine units?) might create some strange problems if the path became too curvy. Blaq!
#56969From: Mike StortzMay 13, 1993 5:44 PM
Blaq, I'm afraid I don't follow (no pun intended). Rick tells me that Imagine is contrained to make the object complete the path, forcing it to travel at whatever speed is necessary to do so. If I could control the speed, I could give the object a head start (those three frames), not trace those frames, and be OK. But… for the animation to loop correctly, the object has to travel MORE than one circuit… it has to make up that head start. To make matters worse, the full circuit that Imagine enforces included the original position, so I have trouble trying to use two full circuits. I understand that the accel/decell settings in the ffollow path dialog affect the initial and final speeds of the object, allowing for ease in/out, but what the the "units per frame" settings do? I'll have to experiment some more, but I must admit, I'm getting discouraged. It seems every time I try to do one simple thing, it won't work like I expect it to. / / Mike ///
#57272From: Charles BlaquiereMay 19, 1993 6:09 PM
Mike, rereading my reply, I can see how terse it was. Here's an expanded explanation. Imagine a rollercoaster; this is your path. Along the coaster, 3 cars travel, all linked together. You (the camera) are in the last car. You have your gaze fixed on the second car. As the cars travel along the path, the lead car will always turn or dip first. The second car will follow, which means that from your point of view, the first car will be somewhere in the center of the image, except it will "lead" your viewpoint by a second or so. This follows the natural lag we find in "Top Gun" for example, when jet A is being chased by jet B. (The camera is in jet B) Pilot B will always be a split-second late in reacting to pilot A, causing jet A to bob and weave around the center of the image; yet, both planes pretty much follow the same flight path; after all, pilot B's orders _are_ to follow pilot A. Back to our rollercoaster: by sitting behind an object (the first car), but looking at a separate "track" object (the second car), you can reproduce that "bob and weave" effect. Here's how to do it in Imagine. 1) In Action, set your Max. number of frames to 34. Save changes. 2) Go to Stage, frame 1. Create a suitable path: start off with a default Open path, and drag one of the points a bit towards +X and -Z. Save the path as "path". 3) Load a simple object; this will be our "first rollercoaster car". I used a simple elongated box for test purposes. The object's axis should be in its center, and the box should be roughly 5 times as long in (local) Y as in (local) X and (local) Z. This will ensure the object's shape conforms to the line of motion. 4) Add a couple of lights. You way want to add a checkerboard ground, to make the movement easier to see. Finally, Add an Axis. (Object menu) 5) Save changes, then go to Action. 6) To make things clearer, rename "axis" to "track". 7) To arrange our 3 objects along a path like the rollercoaster cars, we have to offset them in time. If you picture the cars in motion, the first one might pass a [ MORE ]
#57273From: Charles BlaquiereMay 19, 1993 6:10 PM
[ continuation ] certain point at 10:00:00, the second one at 10:00:02, and the third one at 10:00:04. They follow the same course in space, but they're offset by 2 seconds. In this case, we'll offset our object timelines by 2 frames each. Our goal will be to make the box (first car) follow the path from frames 1 to 30. We'll make the "track" or viewpoint (second car) follow the same path, but from frames 3 to 32. This is 2 frames later. Finally, we'll make the camera (last car) follow the same path from frames 5 to 34. In addition, we'll force the camera to "look at" our track object. Let's get to work. 8) First car: to make the box follow the path, click on the Delete button at the bottom, then click on the box's Position bar. Then click on the Add button, and click on frames 1 and 30 in the Position bar. Select "follow path". Enter "path" as the path name. 9) Second car: the Position bar at frame 1 doesn't get in our way like the box's Position bar, so we'll leave it alone. (No need to delete the current position) Just click on the Add button, then click on frames 3 and 32 in "track's" Position bar, select "follow path" and enter "path" as the path name. 10) Last car: again, there's no need to delete the camera's Position bar at frame 1; just add another bar from frame 5 to 34, select "follow path" and enter "path" as the path name. Then add an Align bar for the camera at frames 5 to 34, select "track to object", and enter "track" as the object name. This way, our "third car" will look at the "second car". 11) Save changes. You're all set to animate! The frames to render are *** frames 5 to 30 ***. These are the frames where everything is in place and moving; before frame 5, the camera isn't in place; and after frame 30, the box has already reached the end of the frame. This situation, where you create more frames than you'll actually use in your animation, is very common. For example, if you create 30 frames of animation with a moon following a closed path around a planet, the moon will be in the same [ MORE ]
#57274From: Charles BlaquiereMay 19, 1993 6:10 PM
[ continuation ] spot in frames 1 and 30; this will lead to a "hiccup" when the looping animation is played back. The proper technique is to create a 31-frame scene, but only render frames 1-30. (If you think about it, this is logical: when playing a looping animation, after frame 30 comes frame 1; therefore in the Stage editor, the object should be in the same spot on frames 1 and 31) There you are, a complex camera path with realistic tracking. You can adjust the frame offset between objects to make the camera track the box closer or looser. Enjoy! Blaq!
#57302From: Mike StortzMay 20, 1993 1:11 AM
Blaq, Thanks for the detailed walk-through; I'll have to try it. Having the third object to serve as the track object is pretty clever. Now, here comes the interesting question: how would I make a LOOPING roller coaster animation? /// Mike /// p.s. Finally ordered Worley's book — waiting expectantly.
#57275From: Charles BlaquiereMay 19, 1993 6:10 PM
Mike, in addition to my last message, which dealt with placing objects and camera on a path, here's some insight into multiple circuits. The way I do multiple circuits is to make the path loop back on itself, like a tightly compressed spring. For example, create an open path and give it 9 points by repeadtedly selecting "split segment". Then use the following Position/Alignment coordinates: points Pos. Align ——- ———— ——– 1, 5, 9 100, 0, 0 0, 0, 0 2, 6 0, 100, 0 0, 0, 90 3, 7 -100, 0, 0 0, 0,180 4, 8 0, -100, 0 0, 0,270 I find it easier to use RightAmiga-N to select the next point when they start piling on top of each other. The result will be a double loop, which you can use to set up a single-loop animation with the object and camera offset from each other. Blaq!
#57303From: Mike StortzMay 20, 1993 1:15 AM
Oops… Disregard previous message. Really clever. Rainbow update: Got tired of trying to use a disk, made a panel of two-faced squares and colored each square. Avoided the twist problem by rotating the AXIS inside the object. I still have a weird coloration problem… the end of the object is not the same color as the side of the object… like this: Top -> R O Y G B I V Side -> O Y G B I B Black I have no idea why it does this, other than a bug in the grow effect. I guess that this is the same reason I got a discolored stripe when I was trying a disk. *Sigh* /// Mike ///
#57606From: Mike StortzMay 24, 1993 6:32 PM
Ok…. I have pared this path thing down to the bare bones, and IT DOES NOT COLOR CORRECTLY! I have a red triangle growing on a straing, two-point path, and the side is BLUE. Rick… can you duplicate this, one way or another? How did your ground fog test go? May I suggest that Version 3.0, if it MUST drop to DOS on a catastrophic error, report an error code? /// Mike ///