#Cycle Editor/States
10 messages in this thread
Hi Greg,
When I load an object in the detail editor I create a state for it called
"first".
Then I rotate it and create another state called "second". Now if I set the
object back to the "first state it stays in the same position even though I set
shape and properties when I created the states. why?
Also the manual says that the cycle editor was replaced by the states function.
Do you use the cycle editor? Should I bother trying to learn it or should I
just use states?
Thanx…
->James
>>
When I load an object in the detail editor I create a state for it called
"first".
Then I rotate it and create another state called "second". Now if I set the
object back to the "first state it stays in the same position even though I set
shape and properties when I created the states. why?
<<
James,
>>Then I rotate it << That's it right there. The main axis of the object is
used by states for reference. It is what all other axes refer to in order to
keep their relative positions/alignment. You can't save the alignment/position
of the main parent axis. If you want to do this, add a null axis and make IT
the parent of the object you want to rotate/position.
Also, just note for future reference, that the state named "DEFAULT" is very
much needed for animation purposes when using BONES. It's a good habit to keep
the default state named "DEFAULT".
>>
Do you use the cycle editor? Should I bother trying to learn it or should I
just use states?
<<
Being honest here, I don't use it at all. The setup for it is too cumbersome,
tedious, and downright confusing. <g> You can try to learn it, I know Tim
Wilson is very familair with it…his Humanoid dataset uses the CYCLE editor
for walking & running cycles. First thing I did was convert those cycles to
states. <G>
-GreG
Ok, I think I got that part. I added an axis and moved it to the side. Then I
grouped the axis & the object with the axis as the parent. Then I pick the
axis not the object and save the state. Then I rotate the object and pick the
grouped axis again and save another state. It did work. Is this the right way
to do it?
Also, There are only 11 lines on page 244 explaining states animation and all
that says is what it does, not how to do it. If this is supposed to replace the
cycle editor then why don't they explain how to use it! Please help me get
started with this.
Say I wanted to roll a ball on a floor. I would set up 3 states for the ball
120 degrees each to complete a full rotation. Then I would move the ball over
the desired distance on the floor over a series of say 60 frames. Now how do I
go about applying the states for the rotation of the ball to the animation?
Thanx…
->James
>>Is this the right way to do it?
Thats the right way to do it if you want to describe motion for the "parent"
object. However, there really is no need to define states for motion of the
object as a whole. This is done in the Action editor by defining keyframes for
the object's alignment and position in a scene.
As for making a ball coninually rotate, use the ROTATE2.IFX special effect on
the object in the ACTION editor to accomplish this.
>> Say I wanted to roll a ball on a floor.
Create a new project. Enter the Action editor and enter the number of frames
you want the anim to cover. Lets say 30 for this discussion.
-Add the Sphere object without the null axis to the action editor in frames
1-30
-Add the ROTATE2.IFX to the Object's FX/1 timeline in frames 1-30
-SAVE THIS
-Enter the Stage editor, frame 1
-Position the ball where you want it to start from, press ALT-7 to update the
position bar.
-Go to frame 30
-Position the ball where you want it to end at, press ALT-7 to update the
position bar.
-SAVE THIS
-Do a quick anim in the stage to see the ball rotate and move in a straight
line from the starting point to the end point.
This is how to descibe an object's motion/alignment/size changes when dealing
with the object as a whole.
Defining motion in states is used more for animating the movement of child
objects. Basically defining a different pose for each state (left arm up, left
arm out, etc.) and then morphing one state to the other. States can also be
used to morph other object properties. Do you know how to morph objects in the
action editor?
-GreG
Hi Greg,
No, I didn't know how to morph objects but I figured it out. I was getting a
bit confused about the word "morph". I thought that it strickly meant changing
the physical shape of an object. But I guess it could also mean changing its
alignment or position as well. This is what I did. I made 2 states with an
object in 2 different positions, then I set 2 key frames in the stage editor
and in the action editor I put the 1st state name in the first keyframe and the
2nd state name in the second key frame. It did tween the object from one state
to the next. Is that the right way to do it?
I played with the rotate effect along with a couple others (ripple & particles)
WoW! They're pretty cool.
Would you happen to know how to figure how many rotations a certain size ball
needs to rotate
over a certain distance to look natural? or do you just have to eye it.?
Thanx for all the help..
->James
>> Is that the right way to do it?
James,
Basically yes. If you want object1 to morph into object2 over 30 frames, you'd
place object1 in frame1, and object2 in frames 2-30. This will cause it to
morph.
>>
Would you happen to know how to figure how many rotations a certain size ball
needs to rotate over a certain distance to look natural? or do you just have to
eye it.?
<<
Well….If I could recall the formula for the circumference of a circle, I
could help you. <blush, I used to know it, honest!> Basicaclly, find that
formula first, plug in the radius/diameter depending on what it needs to get
the circumference. This will be the distance to move the ball for every 360
degrees it rotates.
-GreG
>>If I could recall the formula for the circumference of a circle…
Try 2*pi*radius.
To find how many times to rotate it:
d = distance to be traveled
r = radius of sphere
[ d / ( 2 * pi * r ) ] * 360
Later,
Stephen
>> Try 2*pi*radius.
Thanks Stephen,
And ya know, thats what I recalled, but wasn't confident enough to commit to
it. <g> Thanks. 🙂
-GreG
>> I made 2 states with an object in 2 different positions <<
A warning: all states of an object, or all separate objects (if the morph
you're setting up is made up of different object files) must be created with
the object's main axis at the same position, alignment, and size. A common
mistake people make when they start using Imagine, is to somehow alter an
object's axis when creating different states, and then wondering why their
changes didn't "stick".
I know this has been mentioned several times recently, but we can never mention
it too much. The parent axis of a group/object is THE reference. Never alter it
if you plan on morphing or using states.
Blaq!
James
I have founf by trail and error (mostly error) that you need another axis as
the parent of an object that you want to rotate.
-ash