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Linkin' FIGURE to BONE? Big DILEMMA...

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daniel99:
Scene mode: Let's say I need to make a cat grab a mouse and walk with it in its mouth. We have FIGURE1-cat and FIGURE2-mouse.
   Usually, I would animate the mouse position to follow the cat's head/mouth.
     But I wonder... is there a way to maybe link the mouse to the cat's head? We can link/parent objects and figures to each other'  positions in anim8or but in this care, I'll need to link the mouse figure to one specific bone: the cat's head.
The same problem would apply to a character grabbing a cup of coffee.
   Whoever got a solution for this problem gets a million dollars  :)

Steve:
This is one of the things that I wanted to do fro v1.0 but didn't get it finished. There are two components:

1. Animate the parent of an object.
2. Add reference to coordinate systems of individual bones, not just the base figure.

So if you wanted a character to throw a ball, the ball's parent is set to the characters hand, and the ball's motion is controlled by the hand. As his arm swings forward the ball's parent changes to the world and can be animated independently.

I'll be working on this this summer after visiting Italy for June.

daniel99:
Yes, would be great to set the hand (in this case) to be the parent of the ball. But I never found a way to set an individual bone as a parent to another figure.
I believe there's no script/code I could use that makes the 2nd figure follow one specific bone of the 1st figure?

I hope you'll have a great time in Italy. Been there twice and it's awesome, Rome, Malaga...though it's way too warm in the summer :D

nemyax:

--- Quote from: daniel99 on May 26, 2017, 02:14:31 pm ---I believe there's no script/code I could use that makes the 2nd figure follow one specific bone of the 1st figure?

--- End quote ---
In theory, you should be able to:

--- Quote ---Another useful property of Controller scripts is that they can refer to the value of other Controllers in Elements in the same Scene with the GetAttribute() functions
--- End quote ---
You'd need to transform the temp-parent bone's matrix to world space and then transform that to the temp-child's local space, and apply it. Don't know if that's actually doable in ASL.


--- Quote from: daniel99 on May 26, 2017, 02:14:31 pm ---Been there twice and it's awesome, Rome, Malaga
--- End quote ---
But Málaga's in Spain.

daniel99:
nemyax: Yeah...sounds like somethin' I won't be able to do...
A while back, Steve gave a script that makes a target control bones rotation, rotating eyes for example. I was hoping somethin' similar could be used to attach the target to a specific bone...
Yeah, sorry, that's Spain.  :)

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