bubba Posted December 28, 2010 Posted December 28, 2010 I have created an action that rotates an object 90 degrees. The problem is that it always starts from the zero azimuth If it is not a too advanced subject is there any to have the start of the action to be from where the front of the action is facing? Then, I could rotate the object 90 degrees from there. Quote
Hash Fellow robcat2075 Posted December 28, 2010 Hash Fellow Posted December 28, 2010 Could you describe that more? I'm not sure what you are wanting to do. Quote
Xtaz Posted December 28, 2010 Posted December 28, 2010 drag the action into the model and in its properties set HOLD LAST FRAME to ON... drag same action again then set BLEND METHOD to ADD ... Quote
bubba Posted December 28, 2010 Author Posted December 28, 2010 robcat2075 said: Could you describe that more? I'm not sure what you are wanting to do. Think of the turret on top of a tank body. It can swivel 260 degrees. It can stop and start again from the same place it stopped. It can go left or right. Quote
bubba Posted December 28, 2010 Author Posted December 28, 2010 Xtaz said: drag the action into the model and in its properties set HOLD LAST FRAME to ON... drag same action again then set BLEND METHOD to ADD ... Still doesn't do what I want. The action (swivel right 90 degrees) always starts from a forward facing position. Quote
HomeSlice Posted December 28, 2010 Posted December 28, 2010 bubba said: robcat2075 said: Could you describe that more? I'm not sure what you are wanting to do. Think of the turret on top of a tank body. It can swivel 260 degrees. It can stop and start again from the same place it stopped. It can go left or right. Why do you want to create an action for that? Why not just rotate the bone in the Chor? It will be less fiddly than having to worry about Action Blending for such a simple task. Quote
Hash Fellow robcat2075 Posted December 28, 2010 Hash Fellow Posted December 28, 2010 Yes, animate the bone in the chor. That will be dramatically simpler. One of the oversights of TAoA:M is that it doesn't explicitly introduce keyframing in the chor. It demonstrates keyframing in an action which is mostly the same buttons, but it doesn't mention that you can and mostly will animate in the chor for most things. Quote
bubba Posted December 28, 2010 Author Posted December 28, 2010 But that was what I thought Actions were for - to handle repeating actions. I was hoping in the future, when I became more knowledgeable about A:M to figure out some way to randomize the swelling. Quote
Hash Fellow robcat2075 Posted December 28, 2010 Hash Fellow Posted December 28, 2010 bubba said: But that was what I thought Actions were for - to handle repeating actions. I was hoping in the future, when I became more knowledgeable about A:M to figure out some way to randomize the swelling. Is a tank turret really repeating? Everything it aims at will be a different spot, no? Quote
Admin Rodney Posted December 29, 2010 Admin Posted December 29, 2010 It seems to me you could get what you want by creating your animated rotation in a Pose. Then when you want to rotate you slide the slider to the desired extent of the pose? Quote
Fuchur Posted December 29, 2010 Posted December 29, 2010 Yes, use a Pose or even better: Create a null-object in the chor, select the bone of the tank turret and apply a "Aim-At"-Constraint with the "Null"-object as target. Now you can move the null-object around and the turret will follow. For an even better rig you could do that in a pose and limit the up- / down-movement with a Euler-Limit-Constraint... See you *Fuchur* Quote
bubba Posted December 30, 2010 Author Posted December 30, 2010 Fuchur said: Yes, use a Pose or even better: Create a null-object in the chor, select the bone of the tank turret and apply a "Aim-At"-Constraint with the "Null"-object as target. Now you can move the null-object around and the turret will follow. For an even better rig you could do that in a pose and limit the up- / down-movement with a Euler-Limit-Constraint... See you *Fuchur* I have seen the term 'Euler' before - what exactly is 'a Euler?' Quote
Hash Fellow robcat2075 Posted December 30, 2010 Hash Fellow Posted December 30, 2010 "Euler" is a way of representing rotation with XY and Z Axis ("Quaternion" and "Vector" are others) and the Euler Constraint can limit rotation to the XY or Z axis. However, there's an easier way for your Tank Turret situation: TankTurretManipulatorLimits.movFetching info... Note that you must have "Show Advanced Properties" ON in the Tools>Options>Global tab for the Manipulator Options to appear in a bone's properties. Quote
Gerry Posted December 30, 2010 Posted December 30, 2010 An Euler interpolation allows things to rotate more than 360 degrees. Set a beginning and ending point for a rotation, right click on the Rotate settings in the pws, and select "Euler". Now you can rotate an object 5000 degrees if you want, in other words, it will spin from the starting keyframe to the ending keyframe. Extremely handy, but probably not for a tank turret (though it depends on the tank I guess!) Quote
bubba Posted December 30, 2010 Author Posted December 30, 2010 Thanks Robcat2075. That was a very instructive video. And thanks to others that answered my questions. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.