#Puppeteer
18 messages in this thread
I've just purchased the pre-leased version of puppeteer. After going over the
text document included on the disk, I'm still confused. I've been able to
create and manipulate nodes, links, and puppets. The trouble is tieing the
puppet to my imported mesh objects. When I import objects prior to building a
puppet, the meshes are disarranged from where I placed them in the 3d editor.
If I build the puppet first and then try to import the meshes, I'm only able to
import one mesh. The other mesh objects just don't appear.
Is someone out there having better luck than myself with this?
Although I've done a little work with Puppeteer, Stephen, I'm certainly no
expert. However, if you give Chris Thomas a call at Schreiber, I'd bet he'd be
glad to help you out.
-Alan
Hi, I had this prob as well. I call them and they have an upgrade to ver. 1.04
which fixes the mesh import prob. Also, be sure to start Puppet from the 3D
Editor and not the Keyframer.
Bill.
Thanks. I got the download and it solved a lot of the problems I was having.
Hi Bill,
How's it going with puppeteer?
CT.
Hi Chris,
Much better thank you! I must admit I am having quite a steep learning curve
here but when I get frustrated I work on something else. <grin> I have noticed
that 3D Scale doesnt work well for me. When I scale, for example, the pelvis of
50PMAN the pelvis scales more in th Y direction than it does in Z or X? The
children appear to scale more evenly. Am I doing something wrong?
Thanks, Bill.
Bill, PMJI but since you're scaling in the Keyframer you'll need to pay
attention to the info at the top of the screen telling you on what axis you're
scaling. Pressing tab will cycle you between x,y,z, and all three. If you use
3D scale in the editor you won't need to worry about that.
Dave Mennenoh
David, NPFJI…I'm sure I was at the 3D scale setting. Have u scaled 50PMAN
by choosing the pelvis?
Hi Bill,
Was this 3D scale in Puppeteer or 3D Studio. Actually Dave's response holds
true for both in the case of 3D Scale. Just hit the Tab key a couple of times
while you watch for the Axis info at the top of the screen. The third tab I
believe will set to 3D for uniform scale across all three axis.
I know this is too basic for you Bill, so I must be missing the question here.
Fire it at me again.
CT.
Hmmm…I just went to check my procedure and I find:
Enter puppet from 3D Editor, import 50pman, scale the pelvis up and the pelvis
grows larger than the children. Not only that but the other objects are not
really reflecting the new scale factor accurately, ie: larger in one axis
relative to the others. Export all objects and return to 3DS. The only object
bringing with it new scale factor is the pelvis.
As we discussed before if entering puppet from keyframer objects do not retain
true positional info. But…the children of pelvis do appear to follow its
scale change more closely.
So if I havent confused u completely with this…I'll keep trying till I do!
Bill
I am having the exact problem.
George Mendoza
George,
>> I am having the exact problem.<<
Describe the process of what you are doing and the resulting problem for me.
Thanks, CT.
Hi Chris
Well to be honest with you I have given up on Puppeteer for the time being.
Just recently I upgarded to 1.05 and I am still experiencing the same problems
I had in 1.02. But since your asking I try to retrace the steps that caused the
problems.
Scaling problem #1.
Starting with VIEWPOINT MALE Skeleton mesh in the 3-D editor, I established
a relationship between the number of mesh (30) object and the # of links (21)
in the KICK.IPT DATA. Next, I enter Puppeteer load KICK and import all the
Skeleton mesh objects which require scale reduction. OOPS, It seem I can only
scale one object at a time in Puppeteer. So inorder to keep the correct scale
relationship between mesh objects in the skeleton. I repeat the the above
proceedure, but import one object at a time (skull mesh first). Then select the
skull to scale.
# Problem A: Tab key has no affect on scaling direction indicator. Although
the scaling Box around the skull does.
# Problem B: When I TAB the Box from 2D to 3D scaling I get erratic and
unpedictable results, usually a 2-D scaling in unknown directions.
I gave up on this process due to problem B and the number of objects requiring
scaling.
Next, I tried Scaling the entired Skeleton in the 3-D editor and repeated the
above procedure for importing the entire scaled mesh. And this seemed to work
ok except that the 30 Skeleton objects were exploded. Gave up on this
procedure!
Finally, I decided to create my own puppet to match the Skeletons' scale. I
established nodes/links/joints(disabled) and created a Puppet. It looked good.
So, I established motion of arms and legs on the Puppet over 60 frames.
It looked good. Next, I tied the 30 Mesh objects to the appropriate Links and
Nodes on the Puppet. It seem that parts of my Skeleton would disappear during
motion in
Puppeteer and after exporting it out to the Key Framer.
Chris Thomas, I really believe Puppetter is a FANTASTIC Inverse Kinematic
program for 3DS and would be very thankful for any help you can give me and put
me back on track with Puppeteer.
Respectfully
George Mendoza
George, PMJI…I concur with what you describe. I see the same when
following the steps you outline. I too have temporarily put aside
Puppeteer to pursue 3D anim creation rather than Brain Bashing.
Puppeteer is a good product but I believe the pressure Schreiber
recieved to get it out has released upon us a "Tasmanian Devil" of a
program.
This could be the start of very disturbing for users of Ipazs The
need to get the code to market quickley because of competition will
hurt us. I read that a upgrades of the Yost Ipaz would not be made.
Now if I want Vapor to run faster and better do I wait for a new
Ipaz? and pay 300.00 not a very good deal for my likeing. And what
about lens flare, we all know a new lens flare is needed. It will
cost me 300.00 to get a new Ipaz for this. I Think the Ipaz idea is
very cool but I think someone shoud be handling QA and software
upgrades for us. The companys that I have worked for have spent over
1000.00 on Ipaz. Is the investment long term or short?
Yep Bill I'm complete confused now,
>> Enter puppet from 3D Editor, import 50pman, scale the pelvis up and the
pelvis >> grows larger than the children. Not only that but the other objects
are not really >> reflecting the new scale factor accurately, ie: larger in one
axis relative to the >> others. Export all objects and return to 3DS. The only
object bringing with it new >> scale factor is the pelvis.
It sounds like your using Puppeteer\Object\3D Scale and attempting to scale the
meshes equally thorough the hierarchial path. I'm not sure if puppeteer would
scale all your meshes equally in this case. I believe its scale is limited to
just the single picked object mesh. I personally would scale the meshes with
3DS, and then import the meshes into puppeteer, and build the puppet relative
to the size of the geometery.
Hope this helps,
CT.
CT,
*** scale the meshes with 3DS, and then import the meshes into puppeteer,
and build the and build the puppet relative to the size of the geometery. ***
Ok, if that is the rule then that is what I'll do. The doc for 1.04 says
"OBJECTS/SCALE will work like scale in the Keyframer. Selecting a parent object
will also scale any children. Selecting a child will scale the child separately
from the parent."
Am I misreading the docs?
Bill
Hi Stephen,
It sounds like you are having a problem with the hierarchial linked models that
was problem for puppeteer versions prior to 1.04. Download the latest version
from the Schreiber BBS (303) 759-3598 and let me know if you are still having
problems. If you want to call me at (303) 759-1024, I can probably get you up
to speed in less than 1/2 hour.
CT.