Why Doesn't This Work?

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fiziwig
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Joined: Fri Jan 04, 2008 8:00 am

Why Doesn't This Work?

Post by fiziwig »

Here's a simple anme file with nothing but three bones. http://fiziwig.com/rot_test.anme

My three bones are named "Main Bone", "Position Bone" and "Controlled Bone". I have set up Controlled Bone to get position control in the X direction from Position bone. When I select the Rotate Bone tool and rotate Main Bone I expected to see Controlled Bone follow the X-position of Position Bone, but that does not happen. In fact, as Position Bone changes position, Controlled Bone does nothing at all.

Is this a bug, or is it something that just isn't supposed to work?

Is there any way to get Controlled Bone to track the X-position of Position Bone?

If I use the Translate Bone tool (in frame 1) then Controlled Bone tracks just fine. It's only when Main Bone moves Position Bone that nothing happens. I take it that the "location" attribute of Position Bone is relative to it's parent and not relative to the world. That would explain the behavior.

Thanks for any insights.

--gary
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heyvern
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Joined: Fri Sep 02, 2005 4:49 am

Post by heyvern »

Constraints don't work that way unfortunately. Translations are not included in rotation with a constraint.

There is a script i created that "fixes" this (among other things)
It is called "The Flipper":

viewtopic.php?t=7842

I don't think the standard version of AS can use embedded layer scripts though.

-vern
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fiziwig
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Post by fiziwig »

I kind of figured that. Position must be relative to the parent bone, which explains everything.

You're right, I can't use scripts in basic AS. I did find a work-around, however, by just manually tracking a bone to the tip of the rotating control bone at a few keyframes to get an acceptable simulation of sine/cosine scaling to simulate rotation.

Sample of workaround: http://fiziwig.com/rot_test.swf

Thanks,

--gary
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heyvern
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Post by heyvern »

Don't forget that translation is "linear" and rotation... uh... isn't linear. :oops: Translating a bone to the tip of a rotating bone is going to require more keys.

Same problem with rotating points on a shape to make it spin. The object will spin but it will also scale up and down since rotating the points isn't really rotation it is translation in a straight line.

Having bone translation included as an option in rotations for constraints is top on my list of needed features. That is why I needed that darn script!

It's a shame that the standard version doesn't allow for layer scripts... but I guess they had to take something out. ;)

-vern
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fiziwig
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Post by fiziwig »

Right you are. That's why I wanted to tie it to the rotating bone to get the sine/cosine scaling right. As it turns out, adding just a few key frames is good enough to fake true perspective rotation. My background includes programming for military flight training simulators, so I'm familiar with the math of 3D space. :)

As for missing features in the basic version, well, I suppose I will upgrade to Pro eventually, but for now, I have enough to learn just with the basics. And it's interesting keeping my tutorials accessible to newbies who don't have Pro.

--gary
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heyvern
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Post by heyvern »

My background includes programming for military flight training simulators, so I'm familiar with the math of 3D space.
Yeeehaaa!

Genete has experience with 3D stuff. He and I worked on a scripted solution for doing FULL REAL 3D with shape ordering using ordinary vector layers and bones with AS. This "3D" technique is much "faster" in performance than loading "real" 3D geometry (obj format) and is easier to incorporate with the style of other vector layers. Genete did most of the work but I helped with with "perspective distortions" and fiddling with matrices. My brain swelled up and started to throb like one of those advanced science fiction aliens after that adventure. ;)

viewtopic.php?t=8778

This chair is a regular vector layer inside a bone layer. Shapes are ordered "on the fly" in one layer using the scripts.

http://www.lowrestv.com/moho_stuff/chair_props.moho
http://www.lowrestv.com/moho_stuff/chair_props.mov
Image

p.s. The Pro version is worth its weight in gold just for the scripting option. I am working on a physics utility script.

-vern

-vern
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montblankdesign
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Location: Los Angeles
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Anime studio pro

Post by montblankdesign »

I believe that it is critical to have the pro version. I hope smith micro will do away with the silly price difference and I encourage everyone (even hobby animators) to work with the pro version. I also suggest the use of the expanded tool set from fazek http://www.firkafilm.com/moho/index.html
I now like drawing in animestudio.
I do cartoons and make music. I like to make music because John K is not likely to tell me I am doing it wrong.
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toonertime
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Location: ST. LOUIS

pro version price

Post by toonertime »

i am waiting for a pro version sale
before i get it, but those tools you guys have
created are a great incentive to get it!
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heyvern
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Joined: Fri Sep 02, 2005 4:49 am

Post by heyvern »

I think maybe they could split the difference in the price and go with ONE version.

Two versions is such a pain trying to help people. Also I still don't know for sure what type of scripting can be used in the standard version. I think tools can be CHANGED but not added? Layer scripts already IN an AS file will still work but you can't add your own? I have no idea and I can't test it. The whole program is practically BASED on lua scripts. All the tools are scripts.

Anyway, it is annoying having two versions. It's like buying a "standard" car that only gets one radio station or has no spare tire. This isn't doing anything but punishing the user for not paying more instead of offering an "alternate" program. If you want everyone to pay more for a great program than have one version at a fair price. The demo should be good enough to find out if it's worth the price. Multiple versions is always confusing.

It would save effort on their part trying to support and develop for two separate programs. If the features already exist it doesn't cost more or less to NOT put them in.

Oh well, it doesn't matter to me except that my love of AS scripting gets cut off from a big portion of new users.

-vern
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