CompuServe Thread

#non-linear movements

12 messages in this thread
#63251From: Peter GreciAug 31, 1993 6:58 PM
I'm not sure I understand what you mean by "is there any way to get anything else than Linear Movement in the Cycle editor" You can setup the models in different "POSES" in the Detail Editor to get Nary any combo you wish then load each of these into the Cycle Editor and resave as individual Cycles. Then load the one you want as the Start of yer CYCLE in first, then load all the subsequent Poses with the LOAD POSE function makin gcertain you go to the KEY FRAME you wish it to become first. Hope this helps you dude.
#63433From: David HofmannSep 2, 1993 10:48 AM
Peter, what I mean is you can set key frames and Imagine calculates the inbetweens resulting in a linear movement from key frame 1 to key frame 2. I haven't found any way to make an acceleration. The guy from the animation company said there is a tool on the Amiga that lets you make non-linear movement in the cycle editor. He said it does it by setting many key frames. But this seperat program does not work on the PC. 🙁 -David
#63450From: Peter GreciSep 2, 1993 4:07 PM
if you have an object follow a path in Imagine it will allow you to set acceleration/deceleration and # of frames for the accel/deccel to occur during. If you don't have it following a path simply use more or less frames to simulate the acceleration or deceleration. The prg in question is probably ISL-Imagine Staging Language.
#63527From: David HofmannSep 3, 1993 1:50 PM
I understand that non linear movement works only along a path, but can I make a path in the cycle editor? I wanted to make a spider walk and I just failed. It looks more like it is dieing then walking <g> I think it helps if I go to the zoo and make a video of some animals walking. Walking is so natural, but as soon as you have to create it yourself…. -David
#63538From: Peter GreciSep 3, 1993 4:08 PM
you might try looking for a Book by Edward Muybridge that breaks down Walk and Run Cycles of Humans and some Animals. I forget the name exactly tho Bro. You Don't Need to have the PATH in the Cycle Editor, simply make the Cycle of the WALK trhen have the Cycle object follow PATH in the Action/Stage editor while preforming X # of Cycles. Hope I'm explaining this right David.
#63632From: David HofmannSep 5, 1993 3:57 AM
I know what you mean. Let the object do several cycles while following the path. BTW I have another problem. I have a wheel, that I want to roll along a road. I made it follow a path with acceleration. Now I want to make the wheel _roll_. The problem is that I want the rotation of the wheel to be proportional to the movement of the wheel accelerating along the path. How can I do that? -David
#63645From: Peter GreciSep 5, 1993 1:10 PM
ACK!!!! Thhhpt!!! Good Question, unfortunately the only thing I can think of is to use the ROTATE2 FX and Vary the # of Rotations to simulate the rotation of the wheel. You really know how to hurt a guy David hehehehehehe
#63786From: David HofmannSep 7, 1993 1:27 PM
>> You really know how to hurt a guy David I just try to do some simple things <BG> Looks like I have to wait for 3.0 as well. -David
#63658From: Charles BlaquiereSep 5, 1993 1:23 PM
David, at the moment, the only section of Imagine 2.0 that supports non-linearity is the Follow Path requester, where you can set acceleration and decceleration. This also means there is no way to create a cycle object that doesn't morph linearly from one key pose to the next. Imagine 3.0 is supposed to add spline controls to the currently linear-only morph curve. (i.e. right now, you can morph an object from 0 to 100% over the length of the Actor bar's transition bar — in 3.0, you'll be able to twist that 0-to-100% straight line into a graceful, or funky, curve) If done right, i.e. this spline control is available everywhere, you could use the same settings in the Rotate F/X bar as in the Follow Path bar, and have the wheel's rotation accelerate to match its motion. Blaq!
#63787From: David HofmannSep 7, 1993 1:28 PM
Charles, do you have a beta copy of 3.0? Anyway this spline curve to control any movement/rotation sounds very useful. Let's hope it will be possible to save these curves to disk in order to use exactly the same for different object and movements (like the rolling wheel). Movement is the most important thing to make animations look good. -David
#63456From: Paul GerhardtSep 2, 1993 4:20 PM
Peter, I think what David is talking about is whether you can introduce accelerations without having to create a path first. Supose you want to move a car from point A to B. If you create a path first then have the car follow the path you can make it accelerate away from point A and deaccelerate to stop a point B. Without the path the car will display instant acceleration and deacceleration. It WOULD be handy be able to give a tweened motion path acceleration, but don't think you can. Maybe in 3.0? …AutoPilot Engaged… -Paul-
#63539From: Peter GreciSep 3, 1993 4:08 PM
ahhh perhaps I misunderstood him, Alas.