#non-linear movements
12 messages in this thread
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.
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
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.
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
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.
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
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
>> 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
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!
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
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-
ahhh perhaps I misunderstood him, Alas.