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Hash, Inc. - Animation:Master

yoda64

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Posts posted by yoda64

  1. Just out of curiosity, how many hours would you say you spend programming one?

     

    Different , but this was not one of the complexest (like Newton) , it's in the upper midrange ,all in all around 6-8 hours, where the most timeconsuming part are tests, making them "userfriendly" and the (my) "documentation" .

     

     

    Regards

    Steffen

  2. Very interesting work Steffen,

    1. Does your plugin only takes into account Y axe as reference ? (I think it is)

     

    No .

    The plugin is online, you can try it :-)

     

    2. Do you think possible to add some feature able to take into account the Normal vector of the targetted patches (or the average normal vector of a targetted cluster of patches)

     

    I don't understand what you mean with this .

     

    Regards

    Steffen

  3. I'm working on a new plugin

     

    Looks like pretty impressive stuff!

     

    Does the distance always need to be greater than 0? I'm thinking that if the distance could be 0 you could "convert" an over-dense polygon model by fitting a light mesh of patches to it.

     

    Only 0 is not possible for distance , it is changed to 1e-30 . Negative values for are also possible .

     

    Maybe it will be today evening online , so You can play self with it .

  4. I think , I know now , what there was happened .

    You have running the plugin twice .

    If the bone on the target side still exist, and "search for mirror only using bonename" is checked , this result occurs , because there is a new bonetree for the targetside is created .

    To avoid this, uncheck "search for mirror only using bonename" , or delete the whole bonetree for the targetside .

  5. Although I didn't know it when I first posted, I think MirrorBone supercedes MirrorWeight and includes the functionality of MirrorWeight. I don't think MirrorWeight is even available for download anymore on Stefan's site.

     

    Thats right.

     

    I'm sure you made sure your CPs *and* bones were perfectly mirrored across the X axis, but I have to mention it anyway.

     

    For this reason is the option "use tolerance for cpposition" , but use this only with small values , otherwise you can get weird results .

     

    Also, I think the "left" and "right" naming conventions are case sensitive. If your bone is named "right_arm" and you tell the plugin to mirror all bones with "Right" in their name, it won't do any weighting.

     

    In the new version ,this behavior can also changed to case insensitive .

  6. The Plugin dosent seem to be mirroring the bones correctly for me in 15.0b

    That's new for mee ....

    The problem , which occurs in your model is , that some bones are not excact on the x0 axis, like this picture

    bones1.jpg

    If You have corrected them , (for control main it is needed to change the z-rotation to 0) , it works without problems

    like the next pictures, You must run the plugin twice , with selected "main" bone and selected "control main" bone

    step1.jpgstep2.jpgstep3.jpg

    Then run MirrorConstraint (start with RMB on the model), and voila

    step4.jpg

  7. The plugin does not mirror constraints, as far as I know.

     

    That's true , but there is another plugin , which will do this :-)

    I don't know why I had'nt release it before (initial build was from early 2007), but now it's included in the mirrorbones download .

    After the constraints are mirrored , you must work with a new action , because existing actions will not reflect the changes .

  8. I know Stefan's most excellent plugin "Mirror Bones" will mirror all bones and CP wieghts, but is there any way to mirror Bone Falloff values from one side of a model to the other side? I'm using AM v15b (PC).

     

    Thanks.

     

    It's not documentet (if I remember right), but the plugin always mirrored the Bone Falloff too.

     

    Regards

    Steffen

  9. I made a screenshot of the plugin, as you can see nothing is changed from the default settings.

     

    The grid settings are changed ....

     

    This problem is solved for the next V15 version .

    In the time between use for Step Width "5" .

  10. Please make a screenshot from the settings at the terrain plugin dialog , before the problem occurs .

    And fill out a report at A:M Reports for this problem .

    I know, there was a problem under some specific conditions.

     

    All other is a look through a glasball for me .

  11. Set the option "Create model for bounding hull" to "On" or the pannu model .

    Than you can see , what's gpoing wrong , the model needs "Newton_" groups to work properly, similar the shaggy model .

  12. First your pannu model is not embedded , so I'm not able to reproduce your problem .

    But some things anyway

    - the panno model has wrong normal directions

     

    - set the fps for the project to a higher value (300 fps as example),

    - set Reduce Keyframes to on

    - simulate

    - set the project fps back to your original value

  13. Aview into my glass ball...

    You use very small dynamic objects, normals are pointing in the false direction , the dynamic objects having a high force applied ?

    Without the projectfile I can't give a more detailled answer , what happends .

    For breaking objects , you need first to recreate the model with the E_Rebuild plugin , the newton plugin wouldn't do this on the fly .

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