CompuServe Thread

#Path Questions

7 messages in this thread
#32006From: Doug VaughanJan 14, 1993 7:32 AM
This is a novice's question on paths. I have a simple animation of a toy that takes a hat off it's head, bows, returns, and put the hat back on. I created a path in the 2D shaper for the Hat being taken off the toys head. Frames 0 to 20 had Hat being taken off using the path from the 2d shaper. Frames 20 to 40 the toy bowed and returned. Frames 40 to 60 the Hat was returned to the toy's head. Everthing went well until I tried to use the 2dShaper path for the last segment (40 to 60) in reverse to return the hat to the toy's head. The problem was that the path in segment 0 to 20 was also reversed. I did solve this problem by copying the keyframes for frames 0 through 20 and reversing them. My long winded question is how could I keep building onto an objects path as a combination of paths from the 2D shaper and 3d lofter and the object movement in the Keyframe? I would like to know how the Pro's approach complicated path sequences in their animations. — Thanks in advance. Doug Vaughan
#32050From: Yost GroupJan 14, 1993 12:54 PM
Basically, for adding to a pre-existing path, you've got to just add keyframes manually in the KF. You can't actually concatnate a shaper or lofter path onto a pre-existing path. – G
#32142From: Doug VaughanJan 15, 1993 6:56 AM
Gary, thanks for the quick reply. I hope that a path building/concatnate feature will be in future releases. I would like to know what the experienced 3DS user does when they have the need for complicated paths that would be best completed by the building/concatnate feature? My most immediate thought would be to complete a frame segment, render it and when all segments are completed reassemble under AniPro or VideoPost …etc. This solution has the draw back of either forcing you to save each immediate segment just in case you decide that a major change is necessary in previous segments. I hope to hear what other do in these cases. Maybe I am under estimating the power of manually add keyframes in the KF. — Thanks in advance. Doug.
#32147From: Eli J. BoyajianJan 15, 1993 8:32 AM
Doug, That seems to be the path <g> Playmation has taken. You can create paths that simulate walking, bending, etc., or use one that comes with the program. Then you can apply that path to an object. I suppose you could do stuff like make a star 'walk.' There's a 1-page review in the Jan '93 issue of Computer Graphics Review, pg 83. It's an interesting and inexpensive ($499) program. Eli.
#32354From: Doug VaughanJan 17, 1993 7:52 AM
Thanks for the reply Eli.
#32162From: Yost GroupJan 15, 1993 11:23 AM
There is a lot of power in the new Paths branch of the KF. Once you turn on the path's spline so you can work with it as an object, it's virtually the same as building it in the shaper or lofter (albeit it's a TCB spline instead of a bezier spline). Experiment! – G
#32355From: Doug VaughanJan 17, 1993 7:54 AM
Thanks for the reply, I will experiment.