#Anim Brushes
3 messages in this thread
It's me again with some questions regarding Imagine 3.1. Here goes:
1. How are animated brushes applied to STATE objects? Specifics are not given
in the manual or the update.
2. Using the old method of individual IFF frames projected on an object, I find
that the animation repeats start to finish in each STATE instead of running
only once. I have a character whose eyes and mouth are Anim Brushes. I'd like
to create facial expressions while the character moves with a single Anim
playing through the various STATES that create my movement. I'm not asking to
MORPH a brush, but rather play it as I've animated it while my OBJECT morphs.
Is this possible without having to create individual objects for each frame of
the ANIM brush?
3. BONES works great, although I notice that even wire frame animation takes
longer than with cycle objects. The QUICK BONES commands are reversed. SB makes
BB and BB makes SB. Also cannot find anything about CONSTRAIN in the manual.
What is it? Any info on how POP MORPH works would help. There is no explanation
in the manual.
4. I feel at this point that I would like to see CYCLE OBJ connected in BONES
OBJ. I have found that in many of my figures that nothing beats the cycle
objects for making a blinking eye. I haven't figured out how to make an eye
blink in a STATE OBJ yet (that's why I'm brush mapping faces on this
character).
That's it. Thanks to GreG tsadilas for his help on bones. Saw his SpiderMan.
Good job.
>> 1. How are animated brushes applied to STATE objects?
Steve,
I've applied FLC and FLI files (on the PC) to objects as I would a brush. To
apply it to a specific STATE just LOCKSTATE it to the state you want.
>>
2…I'm not asking to MORPH a brush, but rather play it as I've animated it
while my OBJECT morphs. Is this possible without having to create individual
objects for each frame of the ANIM brush?
<<
I haven't tried what you are doing, but if what you say is true, then try using
the ANIMBRSH.IFX that is new to Imagine 3.1. It allows you to define the range
of frames of the anim that are used. This way you can pick and choose which
sequence of anim frames are used for the specified range of object frames.
This can be ideal for creating different "lip synching" anims. Say in anim
frames 1-10 you have a smile, 11-20 a frown, 21-30 an open mouth, etc. Using
ANIMBRSH.IFX you can shuffle around the order of these anim ranges. I haven't
tried this either, but it sounds valid. Let me know if you try it.
>> 3.The QUICK BONES commands are reversed. SB makes BB and BB makes SB.
Impulse knows about it. Thanks for reinforcing the problem.
>> Also cannot find anything about CONSTRAIN in the manual.
I believe I have a very simple and basic runthrough of it. I'll try to dig it
up and repost it for you.
>> Any info on how POP MORPH works would help.
POP morph is identical to what it was before. If you try to morph an object
with one brush map, to another brushmap say over 10 frames, in frames 1-9 you
see the first map, in frame 10 you see the second map. When animated it looks
like the second brush just POP's into existence.
>> I haven't figured out how to make an eye blink in a STATE OBJ yet
Create the face with 3 states. The DEFAULT state that should not be used for
animating purposes. An OPEN eye state, and a CLOSE eye state. Then morph from
OPEN to CLOSE to OPEN, etc. If the eyelids are seperate objects you only need
to have the GROUP button selected when creating the states.
>>
That's it. Thanks to GreG tsadilas for his help on bones. Saw his SpiderMan.
Good job.
<<
Thanks Steven. Glad I could be of some help. Thanks on the SpiderMan. That
was one of the first characters I ever made, and I'm not too proud of him. <g>
Since him I've refined my character creations. MYTH1.JPG & MYTH2.JPG show a
few mythical character. COMUNE.JPG shows a demon and a religious figure, and
CREATE.JPG shows some Aliens (greys).
-GreG
Steve
Here's a repost of a message I posted in the Imagine section of GUGRPA forum a
while back. Hope it helps.
——————-snip——————
The constraint system currently in Imagine is rather immature…and thus at
times can be unpredictable. I'll share as much as I know, but the only way to
really get a grip on it is to take what I share, and then go experiment.
Here goes nuthin!…
FREEZE – When an object is selected, and this menu item is picked it comes up
with a requestor that allows you to define the constraints (restrict
motion and rotation.) More on this later.
RELEASE- When an object is selected, this menu item will erase the constraints
for this object set-up with FREEZE.
RELEASE ALL- When a group is selected, this menu item will erase the
constraints for each object in the group.
CONSTRAIN – When this is selected, all constraints set up with FREEZE will be
enabled when the objects are manipulated. Deselecting it, will
disable the constraints, but will not RELEASE (erase) them.
The FREEZE dialogue has three areas.
Transformation: Local & World
Rotation: Local & World
Joint Locks: Local
Selecting any of the X,Y or Z boxes will FREEZE(constrain) the object from
Rotating, or being Translated (moved), along that axis. The Joint Locks is a
quick way of constraining an object.
Unfortunately, it can become very overwhelming to discuss every permutation of
the dialogue. Instead..here's a short example to get you up and experimenting.
** Quickie:
Add three sphere's and stack them as shown in the FRONT view. Save the object.
A __z__ A is the parent. B is grouped to A, C is grouped to B in
/ | \ this Hierarchy. In SELECT OBJECT mode, select A, and pick
| y-x| FREEZE from the menu. Click under JOINT LOCKS the Z & Y.
\_____/ A will now Rotate and move only along it's X axis.
|
B __z__ Select CONSTRAIN from the menu. While in SELECT OBJECT mode
/ | \ click in C. Press M for move, and in the RIGHT view move the
| y-x| C sphere with the mouse. A & B will react accordingly. If
\_____/ you do this in the front view, the B joint will also rotate
| and move along it's Y axis. To stop this. Reload the default
C __z__ object. Select B, then FREEZE, and JOINT lock it's Z & Y. OR,
/ | \ you can click on ROTATION LOCAL & WORLD's Z & Y buttons.
| y-x| This is something you must really play with to understand.
\_____/
By specifying how EACH object can move, you can create rather complex
movements. In the example above, the C sphere will not rotate unless you
specifically rotate it. To have it react without your intervention, add an
AXIS under the C sphere, and make it's parent C. Then use this AXIS to
manipulate the entire group. First see how the above example functions, then
try adding this null axis.
NOTE:
You can use the simple object made in the BONES quickie tutorial in place of
the object group in the CONSTRAINTS example above. Just note that in that
object, the A object is the axis at Z=0 (bottom/parent), the B object is the
axis at Z=30 (middle), and the C object is the axis at Z=60 (top). Also, once
you move the objects using constraints, you will have to select the entire
object in GROUP mode, and select BONES UPDATE.
-GreG
P.S. Hopefully I haven't totally confused you. Play with it a bit, and let me
know if you are still having difficulty.