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Author Topic: Expansions and contractions of a cylinder  (Read 2883 times)

lloonnee2

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Expansions and contractions of a cylinder
« on: August 02, 2008, 03:26:48 pm »

I'm trying to make a cylinder jump in mid air, but I've encountered some problems :-X

Here is what I have noted so far.

3 different dimensions of the same object.

Original cylinder
Contraction before jump
Expanded cylinder

I'm having trouble animating the contractions. So far I'm trying to make 3 identical cylinders "melded" together, and both of those at the ends of them sinks in for the contraction. But I can't do that in sequence. Any way to do so?

(Other than morphing :-\ I cant get the hang of it. The manual dosen't explain how you animate it in scene after you finished building both the original morph and the morph stages.)

Thanks for your time :)
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thecolclough

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Re: Expansions and contractions of a cylinder
« Reply #1 on: August 02, 2008, 04:34:10 pm »

morph targets are the way to go - to animate morph targets in scene mode, you have to expand the scene element list in the bottom-left corner of the screen, or use the graph editor window (to use the graph editor, you have to have the object selected).  whichever of those two you use, you should be able to see the name of the morph listed as a child of the object element - double-click on the morph name, and you should then be able to enter a keyframe for the morph.  0 = no morph (ie. normal version of the object), 1 = fully morphed, any number higher than 1 will give more extreme versions of the morph (i think).

there might be a way of doing it using figures and sequences, but morphing would be much more efficient.

anyways, hope that helps ;D

- colclough
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lynn22

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Re: Expansions and contractions of a cylinder
« Reply #2 on: August 02, 2008, 10:03:14 pm »

There's a step by step guide on how to make a morph and make it work in scene here :
http://www.3d-anim8.com/tutorials/tutorial.asp
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lloonnee2

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Re: Expansions and contractions of a cylinder
« Reply #3 on: August 11, 2008, 07:53:22 am »

thanks :D

Morphing worked better than I thought o.o
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