General Category > ASL Scripts

Object Script that Generates Scene Controller Scripts

<< < (2/3) > >>

NickE:
Yes, I guessed that was what kreator meant by roll, but I guess I didn't explain myself very well either.  Do you want to be able to specify a static roll (z-axis rotation) that stays the same throughout the traverse of the path, or do you want to be able to set a continuous rolling "tumble" at some rate relative to the traverse of the path, or both, or something else entirely?

BTW, this is fun, conferring about script functionality.

kreator:
Hi NickE I just did a Test with it (render in OpenGL) I think the animation says it all ...


I also did a quickie with a motorcycle .... I would`nt like to ride that I can tell you!
 ;D

Once the controller script is set then there is no way to alter the Pitch ,Yaw,
and roll That would have to be input manually I think .... (or is there?!)

NickE:
Just thinking about it...You could just use the position script and not use the orientation script.  That way you can use the normal animation keyframing methods for controlling orientation.  Unless there is some repetitive rule for the orientation behavior you are wanting, scripting is no better than manual.

Or perhaps, I am still not exactly grasping what it is you are wanting to do.

kreator:
No I think you are right, The orientation can be left out of the equation in these types of object, that require some sort of banking roll pitch etc...then there is some manual control over the object ...... the position part will still implement through the controller. I`ll have another fiddle Later with the Bike and Aircraft!

at least the object can now follow a Path! before it was a case of adding a target and attaching an object to it ..... and the target path was a bit haphazard.

On another subject ..... is it possible to make a script to animate tank tracks ..... I got a plugin (For Carrara that wraps a single link of track around a set of wheels/Sprockets then animates the track going around the wheels ....i don`t know whether it would be possible with visibility? of the track links ? ...or am I just asking too much!
 

NickE:
I've actually already been thinking about that problem.  The main difficulty is that you cannot place objects in scene mode with a script.
 
One possibility:  Place each link of the track manually (or ex-program the way Terranim8or does), use a controller script to follow a path for the first link, then use controller expressions to calculate the position of the other links indexed off the first.  A lot of manual setup work or having to write an external program.

Another possibility:  Draw (using the copy_mesh_to_path) several complete tracks each offset such that the traversing of a single link is indexed until it is coincident with the next link.  Then animate using visibility controller scripts like is mentioned above.

Yet another:  write a new script to be run in the morph targets that takes a tread (made with the command version of the copy_mesh_to_path so that each link is a separate shape) and moves each link a bit to generate the several morph targets needed to move a single link distance (width) smoothly.  Then use morphing to create the animation.

There may be others, but I am going to look into the third possibility since it seems the most user friendly.

Your thought would be appreciated.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version