Boing??
6 messages in this thread
I seem to be having a problem with the boing effect for Imagine 2.
Here's what happens. My sphere accelerates nicely down my path and hits my
platform. It is then supposed to compress and decompress, and then start to
go back up. The problem is however, when the Boing effect kicks in, the
ball is displaced up my path and then starts to deform. When it's done,
the ball drops again and once again follows my path on it's path upwards.
How do I make the ball stay in place at the bottom of the fall???
Randy.
Randy,
you would need to hold the ball still for the duration of the bounce.
This means you'll split your path in two: the path before the ball hits the
platform, and the path after. If your squash/stretch is 5 frames long,
leave 5 frames between the two separate "Position" tracks:
1 2
1234567890123456789012345
[=======================] Actor
[========] [========] Posn.
..
[===] F/X 1
I tried it, and it works fine.
Blaq!
<continued>
In Action:
-Add two Size bars to the ball. First one: from frame 14 to 15; End
frame size
values: 120, 120, 60. Second size bar: frames 16 to 17; End values
100,100,100.
I could've used the Boing F/X, but many Imagine owners haven't bothered
getting the version of Boing which works — they're stuck with a
version which
does _absolutely nothing_ to the object, no matter how hard they try.
In Stage:
-Try a test anim of all 30 frames. You'll see the ball squash
realistically when
it hits the ground. I didn't make the squash any longer because it
would've
looked strange. (A long squash would be OK for a massive object, like a
jumping
elephant)
-Finally, let's add some horizontal movement. Go to frame 1 and position
the
down.path at -300,0,0 in World coordinates. Click on Position Bar.
(Technically
it's not needed, but try and make a habit on clicking these menu items
each
time you want to create a key frame)
-Go to frame 13 and move down.path to 0,0,0. Click on Position Bar.
-Go to frame 18 and move up.path to 0,0,0. (It should already be there)
Click on
Position Bar.
-Go to frame 30 and move up.path to 300,0,0. Click on Position Bar.
-What we've done is make the paths move horizontally; the ball will
follow them.
Why not have simply created two curved paths, one for down and one for
up, and
have the ball follow them? Because we need acceleration, and the ball
would
accelerate horizntally as well as vertically. I tried it, and it looks
totally
fake. By separating the horizontal and vertical movements, we can have
linear
motion in one direction and accelerated motion in another.
I'll upload the complete Imagine project. Watch for it when it gets
cleared.
Blaq!
Thanks. I'll have a look at it (it's in the buffer…) and see what
happens. Actually I kind of scrapped the boing idea but maybe now I'll
stick it back in. Talk later when I see what happens…
Randy.
Randy,
I tried to get a good bouncing ball the other day, and here's my recipe:
-Create a ball using the primitive sphere. Move the axis down to the
ball's
South Pole. Save the object.
-Create a ground. Save it. (And PLEASE, don't give it a checkerboard
effect!
Try Pastella, with various shades of green and blue, and a detail size
of 500.
In the Action editor:
-Make the max # of frames 30.
In the Stage editor:
-Load the ball and the ground. Add an axis; we'll point the camera to it
later.
-Add a two-point open path. Make it a straight vertical line, 600 units
tall.
The bottom of the path should be at 0,0,0. Save the path as
"Down.path".
Rename the path as DOWN.PATH.
In Action:
-Delete the ball's Position track and add a new one, from frame 1 to 13.
Label it
a "Follow path" and enter DOWN.PATH as the path name. Enter 12
acceleration
frames and an ending speed of 100.
In Stage:
-Go to frame 1. The ball should appear at the top of the path. If it
appears at
0,0,0 then your path points are in the wrong order; switch them around.
Warning:
simply exchanging their positions is not sufficient. You also need to
rotate
each point to get a straight line from one to the other, without
"shooting past"
the point and bouncing back to it. Save the path.
-By the way, if the path was pointed the wrong way, I suggest you rename
the
object file down.path to up.path, since we'll need such an object
below. This
way, you won't have to create the up.path. Once the file is renamed,
you can
proceed to edit down.path.
-Do a test anim of frames 1 to 13: the ball should believably accelerate
down the
vertical path as if it were affected by gravity.
-We now need to create a second vertical path, except this time it will
go
upwards. The point coordinates should be 0,0,0 and 0,0,600, just like
Down.path.
Name this path UP.PATH. (If you needed to correct down.path above, then
simply
[ MORE ]
[ continuation ]
load up.path from disk)
In Stage:
-Add a second Position track to your ball object, from frames 18 to 30.
Make it
follow UP.PATH, with a starting speed of 100 and 12 deceleration
frames.
At this point, a test anim would show the ball bouncing convincingly up
and down, with a slight pause when it hits the ground. In the next message,
we'll add a squashing effect and create a nice trajectory by adding
horizontal movement to the ball.
Blaq!