Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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everything works.But I can not understand. Why animation at the beginning of the jumps.In blender, everything works fine. In the program the animation turns.
https://www.youtube.com/watch?v=huI8CKYIKQo
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strange indeed, this is gimbal lock, in blender try to add animations keys on all axis. do not make a rotation with more than 90, otherwise add a key. https://ru.wikipedia.org/wiki/%D0%A1%D0 … 0%BE%D0%BA
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the animation itself in the program are also reproduced exactly. But after the impact switch, it begins to twist.
https://www.youtube.com/watch?v=Kdw2TXyL-HM
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removed the speed of the transition in the switcher 200. Put 2. The twitching disappeared
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tried to put on zero, the program crashes
https://www.youtube.com/watch?v=YiJ2GQvCLLg
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another mistake. The buttons(f), (h), the animation is triggered
but if I use the trigger opening occurs first, immediately open, then closes itself and opens again. It is necessary as that to do that would trigger if the touch worked and after a time checked whether it is an object and closed.
https://www.youtube.com/watch?v=tmCSmQVucTA
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Do not use animation switcher for this kind of animation. This is for skeletal / morph animation only.
So the rotation glitch is because it try to make a transition between the angles.
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well you should not be able to change the transition to 0. Yes it result by a division by 0 error.
Maybe I could make this case to work so the animation switcher could be used this way.
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try to replace this files in C:\Program Files (x86)\Scol Voyager\Partition_LockedApp\tools\os3dplugins\objects\animationswitcher
http://redmine.scolring.org/projects/op … itcher.pkg
http://redmine.scolring.org/projects/op … itcher.pkg
it now allow a transition time to 0 so your animation will react as espected
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why is the animation twist axis animation in the beginning. Set to zero. There is a quick blink and there you can see how the twists at the beginning of the animation in the lateral position.
I have the feeling that the animation Checks the position to a particular axis or there is written what is the rule for animation
https://www.youtube.com/watch?v=8CUtFsPNP00
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try to set a default animation using the sequence animation where you set the animation to 0.001 lenght
also uncheck automatic switch on switcher plugit options
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I found the animation element WEIGHT, which if set to zero it will create the same angle that takes animation. This setting is called weight. For some reason when the animation runs, the weight starts at 0, not 1 as is in the settings.
https://www.youtube.com/watch?v=KUMCUvQixYs
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try to uncheck the two first options of the plugit.
The weight of an animation correspond to a lerp interpolation on rotations and a coefficient on the positions.
This is why this is not really made for node animations but for morph and skeletal.
the transition time on animation switcher change the animation weight on time. So when it's set to 0 there is no transition and no weight change.
I made a test with the same setup than yours and got a correct behavior so I'm not sure what's going on.
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anyway to make this simple animation forget exported anims.
Use the rotate to plugIT, set the object to rotate
then with links set rotate to with the angle in link parameter
90 0 0
and 0 0 0 to restore.
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if only opening and closing I cared about. There are so many kinds of animation without using bones.
not everything can be done via commands. What animation in this way is always faster and does not occupy the place in the code.
there is clearly some mistake with dropping the zero weight.
https://www.youtube.com/watch?v=WDh6qkboS6o
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ho ok, it do this because your mesh have a 90° rotation on it's Z axis.
the werght of the animation lerp the value between 0 0 0 and 90 0 90 then
Check the initial angle in blender. to make this easier your object should be set to 0 0 0 on bind pos (correspoding to reset xform on 3DSmax, but I don't know on blender)
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the possible error due to the axis of the blender. I did just two dice the lid has moved along the X-axis is the most elementary animation in three clicks. More any axes there was no movement. Animation, in its pure form, plays all right. But it's only go through the animation that starts this turn.
Last edited by vinurd (3-Aug-2017 20:12:47)
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if you check the global orientation of the animated object in OS3D I think you will see it's rotation on Z
there must be a way in blender to set it's pivot initial orientation to 0 0 0
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Good day
weight setting not working in normal animation.not at all. Ie, the animation shows as it should. As soon as its connected to the switcher, as there is loss of weight, his build-up and then triggering the animation. I have all checked. It's a glitch.
https://youtu.be/VmU_36TUIdE
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If make a simple animation, there is no glitch. It is only in the switcher.
https://youtu.be/f7QSI-At5_Q
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___as an idea for consideration___
there is such a semi derelict designer games. It is interesting made the decision with animation. The cubic objects are attached as a tree, have a shifting axis. As the animator creates a file recording the position of the cubes. This editor allows you to create a good animation for a very short time, almost without resorting to third-party engines.
https://www.youtube.com/watch?v=oJ9bryZG5rE
https://www.youtube.com/watch?v=8Und8wNRjgA&t=12s
thing is essentially brilliant if properly refined. In fact, you can load objects with the axes or parts to manipulate, and the program writes the actions and writes it to a file animation-1, the following file animation -2
in fact, all issues with animation.
Last edited by vinurd (5-Aug-2017 02:53:27)
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animation with bones, arise error https://youtu.be/9vomP7RfSsk
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