IPAS Comms
6 messages in this thread
It's not possible to update global coordinates with an AXP in 3DSr2… only
local object coordinates. We've expanded the AXP interface to handle globals,
so it would be no problem in r3. You'd be able to either look at the serial
port or load the coordinates via a text file.
– G
Can I check the terminology here. If 3DS is using a global axis then you can
update the geometry relative to any point. If 3DS is using a global axis the
the object can only be updated relative to the centre of the selected object.
Are you saying that the AXP interface will only operate on an object relative
to its local axis?
If this is the case is it possible to fudge round this by creating a dummy
object which have an effective local axis at the position that a global axis
reference is required.
Martin Bowring
AXP's in 3DSr2 can only update the object based on it's local coordinate
system. (Your terminology is basically correct, but the use of "global" in the
second sentence is probably a typo.)
We're expanding the IPAS interface to make a whole new world of possible
effects, so I'd wait for R3 for something like that. I'm not sure if you could
fudge it in R2 by creating a dummy, because dummy objects aren't available to
AXP's at _all_.
– G
Sorry to be an idiot but I am still not clear on the implications of this
local/global terminology. Let me give you a simple example.
I have an object which is linked in the keyframer. The Child/Parent link is
locked except for a single rotation plane and I have placed a pivot for the
child object. If I grab the object with the mouse I can manipulate it with
Object/Rotate and the object has a new orientation in the Keyframer. Have I
changed the global coordinates or the local coordinates.
I want an IPAS which will achieve this by calling up a dialog such as "In frame
?? rotate object ?? degrees. Is this possible.
Martin
You're correct in thinking that rotating an object is a local coordinate
transformation. In that case, you've only changed the tranformation of the
object relative to itself.
You _can_ do an AXP that rotates objects in 3DSr2, AS LONG AS THERE ARE NO
ROTATION KEYS APPLIED TO IT IN THE KEYFRAMER.
You wouldn't actually see it rotating in the KF (because it's an AXP), but it
would do it in the renderer.
– G
Making progress now. For one of my applications this should be sufficient. For
another similar one it will be necessary to change the position in the 3D
Editor or, preferably, in the Keyframer. Am I right in assuming this is a
global coordinate change. Any way of using a PXP rather than an AXP.
Martin Bowring