CompuServe Thread

#Morphing Seatbelts

10 messages in this thread
#17211From: Rick MillerJun 15, 1992 3:11 PM
To All: I am trying to show how a person came out of their seatbelts during a crash. My solution was to make a different seatbelt every 2 or 3 frames in the lofter, then use morphing to make the seatbelts follow the person during the crash. I set the continuity to zero, but when I render the animation the seatbelts are cutting into the person and thus are not in the correct position. I went back and rendered the frame with just the correct seatbelt displayed, it looks ok then. I'm lost as to what I could do now. Any suggestions??? Regards………Rick
#17214From: MARTIN G FOSTERJun 15, 1992 3:39 PM
Rick, How about creating a dummy object and linking the human AND seat belt as child objects of the dummy.( Do any linking/unlinking at frame 0 or things might fly away.) In this way, the human and belt will follow the dummy but still be able to move independently when required, for example when the person slips out of the seatbelt (probably because it was too slack) and flies gracefully through the windscreen! Voila! One problem I haven't really solved yet is how to get things to morph in the position I want them to – I always end up having to put keys in almost every frame to keep them in the spot I want. Martin
#17224From: Rick MillerJun 15, 1992 5:55 PM
Martin: Keeping the belts and human together is not a problem, I just linked them to the car. My problem is making the belts stretch and move around such that the person slips out of them. I think you hit the nail on the head when you said "One problem I haven't really solved yet is how to get things to morph in the position I want them to – I always end up having to put keys in almost every frame to keep them in the spot I want." I made enough belts so that I would have only two or three frames between them. The belts still would end up cutting thru the person, telling me that the morphing was not in time with the belts that I made for those keyframes. Btw, how do you get anything done when you answer almost every question?<g> I guess you have two computers, two hands and two minds working independent of each other, is that it?<gg> Regards……..Rick
#17226From: MARTIN G FOSTERJun 15, 1992 6:26 PM
Rick, two computers – yes, two hands – yes, two minds – not exactly! <g> Actually, I'm working on lots of projects simultaneously, some even have deadlines – most don't. However, I really enjoy the ASOFT forum and find it a welcome diversion – especially when something's rendering on my 486. My CIS machine is just a 286 so I can't render anything on it and it's always free. I'm determined to get to the bottom of this morphing dilemma, and I don't give up easily!<g> One of the Yost Group had some insight on this problem a while back, I'm going to try digging up the message from my hard-disk. Failing that I'm going to experiment. Maybe the solution is to mess with the axis/or pivot point and have the axis at the place that you don't want to move – I'm just hypothesizing. Let's experiment and see what we can come up with, shall we? Keep in touch. Martin
#17243From: Aaron WeintraubJun 15, 1992 8:33 PM
You may have to move the objects in the Keyframer once you set the morph. Making morphing objects in the lofter retains the same construction plane for each new object, so even if you move your object in the lofter, when you make it, it will be in the same spot as the other one. Aaron
#17272From: Rick MillerJun 16, 1992 10:27 AM
Aaron: The belts are morphing, but they are not moving far enough. Thats why I set the continuity to zero in hopes that they would move farther. For example, when I render the scene at frame 23 with only "belt05" displayed it looks just fine. When I render it as a flic with just "belt01" displayed and morphing to all the other belts, then the belts look like they are cutting into and passing thru the person. Thanks for your reply, any other suggestions? Regards………Rick
#17298From: Grahame NaylorJun 16, 1992 1:57 PM
Rick It sounds like you should move the keyframes for the MORPH track of the belts, independantly of everything else. It may be one of those grey areas where the only answer is nudge & try…nudge & try. Lets face it if it was all easy everybody would be doing it and where would that leave us ! – Grahame
#17310From: Rick MillerJun 16, 1992 4:58 PM
To All Who Helped: I finally saw what was happening after all the comments. The belts were morphing in all directions around their local axis. This explains why the belts were not morphing out around the driver as far as they needed to. I used Yost-J suggestion to use Move/Element in the 3D Editor. How far do you move them? – its strictly a guess. Another one of those trial and error adjustments. To make the belts come out right they had to be moved in two directions. Thanks Jack for your excellent suggestion!!!! Jack: Is there a reason why the morphing could not be done such that each vetex was independant? Anotherwords, have each vertex move relative to it's previous position in the object it was morphing from. BTW, it would have been alot easier to make the belts in the Lofter if it could have displayed objects from the Keyframer at a particular frame, sounds like a wishlist items. Thanks everyone……….Rick
#17364From: Yost GroupJun 17, 1992 10:22 AM
I suspect two things should be added to the wishlist: The ability to generate a mesh object from any frame in the Keyframer, which would let you create objects from morphed "betweens," and the ability to display Keyframer viewports with the 3D Display in both the Lofter and the Shaper. As for the independent vertex thingy, it's too complicated for me to even figure out, and most users need time to figure out the morphing as it is now! – J
#17387From: MARTIN G FOSTERJun 17, 1992 4:07 PM
Jack and Gary, Also, what about a relocatable local axis, then you could choose more accurately from where the morph proceeded from. Martin