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Author Topic: Feature Request: EASY BONE MOVES(with file to try SWF).  (Read 3704 times)

neirao

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Feature Request: EASY BONE MOVES(with file to try SWF).
« on: January 07, 2010, 11:11:18 pm »

Hi Guys(and Steve),

i'm missing Steve  :'(
but i Know then Steve are busy  :D

meanwhile, I would like the future a new feature..

while not has  INVERSE KINEMATICS..

i try show in Flash easy way to move bones
without always need click in "Select<button>" --->"Rotate Bone<button>" etc..
when change bone to move!!

my sample show, how are very usefull if we can use only click in point of  bone ..
is helpfull and fast to make animations in figure mode!

see images of my programation sample and link to TRY IN REALTIME in file .SWF OK


i hope if possible in future this way can be implemented in Anim8or !!

1-bones statics


2-animate bones only clicks and drag!!


3  - LINK to File SWF TO TRY MY SAMPLE
http://img96.imageshack.us/img96/9628/movebonessampleflash.swf


in this way we dont need AWAYS click in:

 "Select<button>" --->"Rotate Bone<button>"
 "Select<button>" --->"Rotate Bone<button>"
 "Select<button>" --->"Rotate Bone<button>"
 "Select<button>" --->"Rotate Bone<button>"

to animate bones movements..OK

Thanks all!!

..one more time, SORRY MY ENGLISH.. ;)

« Last Edit: January 08, 2010, 02:31:01 am by neirao »
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Claude

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Re: Feature Request: EASY BONE MOVES(with file to try SWF).
« Reply #1 on: January 08, 2010, 04:07:36 am »

Select all the bones you want to rotate.
Switch to rotate.
Then,rotate the bones the way you want.
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neirao

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Re: Feature Request: EASY BONE MOVES(with file to try SWF).
« Reply #2 on: January 08, 2010, 10:46:25 am »

Oh thanks Claude!!
but in "Figure mode" after "free bones" this metod dont work??

thanks!
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Claude

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Re: Feature Request: EASY BONE MOVES(with file to try SWF).
« Reply #3 on: January 08, 2010, 02:43:56 pm »

Welcome.
It also works in figure mode.
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neirao

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Re: Feature Request: EASY BONE MOVES(with file to try SWF).
« Reply #4 on: January 08, 2010, 04:37:38 pm »

hi Claude,  :D

yes now work! :D
I think it was an individual file, really did not work .. then I created another figure,
and it worked .. hum .. I think it was a bug ..

thanks.. 8)
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johnar

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Re: Feature Request: EASY BONE MOVES(with file to try SWF).
« Reply #5 on: January 08, 2010, 06:00:28 pm »

Hello there neirao. :),

  That looks really, really interesting.  Nearly inverse kinematics, but not quite the same as i've seen in IK Animation programs.
 Actually, very cool.

 One thing i don't quite understand is When you say to 'make animations in figure mode'.?
 Buit you don't make animations in figure mode., Only in sequence and scene modes.?

 By the way, the little Anim8or related programs which you are making are Excellent. Gr8 stuff, :)

 
Thanks. :)

PS. I'm missing Steve too. :). Hope he's ok, but as you say, he is a very busy guy.
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neirao

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Re: Feature Request: EASY BONE MOVES(with file to try SWF).
« Reply #6 on: January 08, 2010, 08:07:31 pm »

thanks johnar,

yes i say "in figure mode",  but I wanted to say in either a "FIGURE" as in "SEQUENCE" mode OK
..how i say before, MY ENGLISH IS BAD.. ;) sorry..

PS:yes miss .. Steven .. I hope he is well without any problem, and if possible if he will return with news in Anim8or.

thank you!! :D
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Steve

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Re: Feature Request: EASY BONE MOVES(with file to try SWF).
« Reply #7 on: January 09, 2010, 10:14:47 pm »

That's an interesting idea.  What algorithm are you using to orient the child bones of the one that's being rotated?
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neirao

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Re: Feature Request: EASY BONE MOVES(with file to try SWF).
« Reply #8 on: January 10, 2010, 05:52:03 pm »

hi Steve!!
Im very happy by answer me and see that all is well with you!! thanks!! :D
follow below the image with names and the code:


Code: [Select]
//Steve i try post in English the names ok..
//=========================
// 01 - ROTATION FUNCTION
//=========================
MovieClip.prototype.roda = function(eu, alvo) {
// eu = me (in English)
// alvo = target (in English)
X = eu._x;
Y = eu._y;
Xm = alvo._x;
Ym = alvo._y;
Xdif = Xm-X;
Ydif = Ym-Y;
//angulo = angle (in English)
eu.angulo = Math.atan2(Ydif, Xdif);
if (alvo.drag == true) {
eu._rotation = Math.floor((eu.angulo*180/Math.PI));
}
// FOR TRY DONT "QUACKER" THE BONE...  
alvo.px1 = alvo.pai.px;
alvo.py1 = alvo.pai.py;
if (alvo.drag != true) {
if (alvo.px1 != alvo.px2 && alvo.py1 != alvo.py2) {
alvo._x = alvo.pai.px;
alvo._y = alvo.pai.py;
}
}
alvo.px2 = alvo.pai.px;
alvo.py2 = alvo.pai.py;
};
//=========================
// 02 - DRAG "DOTS RED" FUNCTION
//=========================
MovieClip.prototype.drag = function(alvo1) {
alvo1.onPress = function() {
pararBolas();
startDrag(alvo1);
alvo1.drag = true;
// change color of bone "white"
alvo1.paiCor.gotoAndStop("branco");
alvo1._alpha = 20;
};
alvo1.onRelease = onReleaseOutside=function () {
alvo1.drag = false;
alvo1._x = alvo1.pai.px;
alvo1._y = alvo1.pai.py;
stopDrag();
// chenge color of bone "blue"
alvo1.paiCor.gotoAndStop("azul");
alvo1._alpha = 100;
};
};
//=========================
// 03 - CORRECTION OF POSITIONS "X" and "Y" FUNCTION
//=========================
local_global = function (eu) {
eu[point] = {x:eu._x, y:eu._y};
//------------------------------
eu._parent.localToGlobal(eu[point]);
eu.px = eu[point].x;
eu.py = eu[point].y;
};
//=========================
// 04 - SET POSITION OF "X" and "Y" BASED IN DOT PARENT - FUNCTION
//=========================
gruda = function (eu) {
local_global(eu.sub);
local_global(eu.pai);
//----------------------------
eu.px = eu.pai.px;
eu.py = eu.pai.py;
eu._x = eu.px;
eu._y = eu.py;
//----------------------------
// ROTATE DE BONES
roda(eu,eu.filho);
};
//=========================
// 05 - IN FIRST DRAG, HIDE TEXT and STOP SHINE OF DOTS..
//=========================
pararBolas = function () {
eixo1.bola.gotoAndStop(1);
eixo2.bola.gotoAndStop(1);
eixo3.bola.gotoAndStop(1);
//
_root.txt1._visible = false;
_root.txt2._visible = false;
_root.txt3._visible = false;
_root.seta._visible = false;
};
// pai = parent (in English)
// DETERMINE WHO IS DE "PARENT" AND "CHILD"..
// BONE 1 AND DOT RED
osso1.pai = _root.raiz;
osso1.filho = _root.eixo1;
eixo1.pai = _root.osso1.sub;
//for color of bones
eixo1.paiCor = _root.osso1;
//-----------------------------
// BONE 2 AND DOT RED
_root.osso2.pai = _root.osso1.sub;
_root.osso2.filho = _root.eixo2;
_root.eixo2.pai = _root.osso2.sub;
//for color of bones
eixo2.paiCor = _root.osso2;
//----------------------------
// BONE 3 AND DOT RED
_root.osso3.pai = _root.osso2.sub;
_root.osso3.filho = _root.eixo3;
_root.eixo3.pai = _root.osso3.sub;
//for color of bones
eixo3.paiCor = _root.osso3;

// MAX BONES
osso_max = 3;

// LOOP READ THE FUNCIONS
onEnterFrame = function () {
// ARRAY TO GET ALL BONES, AND READ THE FUNCTION OF ROTATION..
for (c=1; c<=osso_max; c++) {
nome = "osso"+c;
gruda(_root[nome]);
}
};


any questions I am available ok

thanks!
« Last Edit: January 10, 2010, 06:12:18 pm by neirao »
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neirao

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Re: Feature Request: EASY BONE MOVES(with file to try SWF).
« Reply #9 on: January 11, 2010, 03:34:27 pm »

Hi Steve, sorry for the previous code is just text ok!
I made another color for better understanding  ::)



any questions I am available ok

thanks!
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