Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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please replace this file again in C:\Program Files (x86)\Scol Voyager\Partition_LockedApp\tools\os3dplugins\objects\animationswitcher
http://redmine.scolring.org/projects/op … itcher.pkg
when the transition is set to 0 animation weight is never changed anymore so this should correct the glitch you get before.
For node animation you should never use the animation weight even another animations types when you play only one animation at once.
About file formats it use the assimp project to convert models and animation. if you get bad results you can try another format like dae.
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the bug changed behaviour.Now the loss angle of the weights to zero appears if you click on an animation track. there seen in the video. https://www.youtube.com/watch?v=IpBbdqTdeP8
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please replace this file again in C:\Program Files (x86)\Scol Voyager\Partition_LockedApp\tools\os3dplugins\objects\animationswitcher
http://redmine.scolring.org/projects/op … itcher.pkgwhen the transition is set to 0 animation weight is never changed anymore so this should correct the glitch you get before.
For node animation you should never use the animation weight even another animations types when you play only one animation at once.
About file formats it use the assimp project to convert models and animation. if you get bad results you can try another format like dae.
the DAE format or version is not supported
https://www.youtube.com/watch?v=jLdAFR_Oye0
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now set to zero. And like the twitching disappeared. Not even a hint, as previously.
https://www.youtube.com/watch?v=hsGA-0Kuqzc
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https://www.youtube.com/watch?v=Hc_AEI7BYfA
saved the scene, loaded it into the scene. Connected to the trigger. Appeared this pulling animation.Do not understand anything. Or it is not visible.
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to prevent the animation to be triggered twice when you jump you can check the option on switcher to wait the animation end or you can trigger the animation with a switch plugit to prevent the overlap started event to be triggered twice when the camera bounce on the body
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function to wait end of animation included.
in the switch have not yet figured out how to do it.
all animation in blender, it turns out twitchy. bones process no go from a dead stop, it doesn't look good. Hope that you ever will fix it. . But I found "object inst track". With animation have to say goodbye.
Last edited by vinurd (6-Aug-2017 13:14:05)
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Hi, Arkeon
I ask for your support, I am animating an airplane and I want it to be interactive and I am using the Plugit "animation switcher", the airplane is at the "stop" start and is activated with a button that makes it turn in a circle (path) (it is the animation default) is an animation of 3ds max, I have two extra animations where the plane makes a vertical turn and another where it rotates on its own axis and a propelle spinning, My goal is that the plane is interactive by means of buttons that activate the animations , but I want transitions between them, the Plugit "animation switcher" sometimes works but then it does not work anymore, the animations are a little more work in 3ds max, I want you to tell me if you need a "switch or I should use cinematic in the animations. My example is very simple.
The animations will carry sound.
I leave the download link.
https://www.mediafire.com/folder/ewdoqz … ne_example
Greetings and thanks.
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switch animation will make transitions, but you can't make transition on paths. it's best for skeletal animation in place or poses
animation paths are global not local on the node
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Thanks for your advice, here is the zip file. I hope it serves you, if you do not tell me please.
The plane is fixed at a point and from there the animations run, ideally it would make the transitions during a path, as if it were a remote control plane but this exercise is simpler.
From the examples and demos of openspace3d, which you recommend me to make a virtual plane to remote control for augmented reality application.
http://www.mediafire.com/file/55nn49jrf … example.7z
thanks
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Hello,
what you can do is to add several dummies to make the animation by hierarchy.
one node for the rotation
one node for the spin as child of the rotation dummy
the plane as child of the spin dummy
so it can rotate and spin at the same time
actually I think you can do this directly in OS3D without animations but with rotation plugits only.
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I had already used the "rotate" plugit but I had to find a way to control the end of the rotation since the rotation is constant and the plugit does not give me any "end" rotation event, only "actions" Pitch, Play, Roll, Stop, Yaw. and I require the plane to finish the 360 degree turn and return to the default animation, if the user changes animation without finishing the rotation or stops the animation, the plane remains in a bad position and the plane looks bad the next rotation.
I'm calculating the time it takes for the plane to rotate 360 degrees so that the "timer" plugin stops the rotation exactly at 360 degrees and remains in the initial and adequate position to continue the default rotation.
Is there any pluit or combination of these you can use to stop the rotation in a specific degree? since I can only indicate speed and direction x, y, z
I will follow your instructions
Thank you,
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what about the rotate to plugit ?
I am working on the airplane scene with the "rotate" plugit, when I have an advance I send you the file of scene, the plugit works well.
I appreciate your kind attention.
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There is a "rotate to" plugIT that allow you to rotate an object to a defined angle.
Hi Arkeon
I send you my file of the plane where I use the "rotate" plugit, place the dummys, it is simple and the exercise is fine, now I am looking for the way that the airplane during its vertical rotation can place events at 90, 180, 270 and 360 degrees.
I want the flight of the plane to look as fluid as possible and that the plane is not in a vertical position by rotating horizontally
I hope you have explained me correctly
http://www.mediafire.com/file/i820f52q6 … irplane.7z
Thank you and excellent day.
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http://arkeon.be/scol/os3d/airplane.xos
I use rotate to to restore 0 orientation, and use opbecj position to check the current angle and wait it reach the 0 orientation before it can rotate in other direction again
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http://arkeon.be/scol/os3d/airplane.xos
I use rotate to to restore 0 orientation, and use opbecj position to check the current angle and wait it reach the 0 orientation before it can rotate in other direction again
Hi Arkeon
I downloaded the file and I am analyzing it.
I saw that you combined several plugits and the flight of the plane, I need more practice with OS3D
Thanks.
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