Hello Adam, well I'm going to tackle it shortly. Just what you mean
by a bounding plane? The ground he walks on is not flat though it has
some curves (hills) slightly.
Christopher
Tuesday, January 31, 2006, 11:01:52 AM, you wrote:
> Hey Chris.. Set key on keyable parameters is the new 5.0 option..
> You can set it iun File > Preferences > animation..
> As far as foot contacts.. the best and easiest way is to just hand
> animate the legs and watch for penetration of the feet through the
> ground. It takes all of about 2 or 3 keys to lock this down and will save you a lot of headache..
> If you are using a flat plane .. you can use a bounding plane
> constraint, but if the object you are using as a bounding plane is
> rotated off its flat end that contacts the ground... you may not get the effect you want..
> You could make a footroll... but the setup is a touch more involved
> and in my opinion isn't always the easiest to animate with if you
> are doing anything other than a walk cycle.
> As for setting up keying parameters per object or (multi) check out
> the keyable parameters editor under view > animation > keyable parameters editor
> Glad its all working out man !
> Irie
> Adam
> ----- Original Message -----
> From: Christopher <walksfar(at)netscape.ca>
> Date: Monday, January 30, 2006 6:45 pm
> Subject: Re[6]: Scaling and Rotating Envelopes & a wee bit more
>> Hello Adam, I did my rig from scratch this time look me less time then
>> before ! Anyhow it is great now how it is setup. I have two questions
>> though my character will follow a not so straight ground as in it has
>> some hills is there any way when animating I could make sure the feet
>> don't fall into the ground? If I constrain to ground I'm afraid it
>> will just keep the feet looked to the ground? And the other question
>> is it seems when auto key frame is on XSI creates a key almost all the
>> time, now I know they added some maya functionality to XSI 5.x
>> which I
>> am not using at the moment is it better for keyframes? as in requiring
>> less or can this be also done on 4.2 ?
>>
>> Christopher
>>
>> Monday, January 30, 2006, 12:59:25 PM, you wrote:
>>
>> > a rebuild sounds like it is needed. I do see a small prob.. The
>> > null you use to scale the skel is a parent of a model node itself.
>> > Generally, you only need one model node per character.
>>
>> > Without more info, its sort of difficult to trouble shoot anymore.
>> > I am nowhere near an xsi workstation at the moment. But after
>> > wednesday I could be of more help..
>>
>> > I wrote a few rigging tutorials a while back, on www.joncrow.com
>> > that may help you out with your hierarchy... Have you tried removing
>> > any animation from your character?
>> > Adam
>>
>> > ----- Original Message -----
>> > From: Christopher <walksfar(at)netscape.ca>
>> > Date: Sunday, January 29, 2006 9:48 pm
>> > Subject: Re[4]: Scaling and Rotating Envelopes
>>
>> >> Hello Adam, I tried that no luck. I have attached a screen
>> shot
>> >> of my
>> >> schemetic view a portion of it so you can see. I re-read what you
>> >> said and even made a new model and made the two children, same
>> thing>> occurred.
>> >>
>> >> Christopher
>> >>
>> >>
>> >> Sunday, January 29, 2006, 9:28:18 PM, you wrote:
>> >>
>> >> > model( poly mesh) and skeleton / rigging pieces should not be in
>> >> > the same hierarchy. Both should be children of a model ...
>> >> Create > Model > New model
>> >>
>> >> > make all of your skeleton components children of a null, then
>> make>> > the null a child of the model ( not the polymesh)
>> >>
>> >> > Now select the null that is parent of the skel pieces and
>> scale
>> >> that.
>> >> > Adam
>> >>
>> >> > ----- Original Message -----
>> >> > From: Christopher <walksfar(at)netscape.ca>
>> >> > Date: Sunday, January 29, 2006 9:03 am
>> >> > Subject: Re[2]: Scaling and Rotating Envelopes
>> >>
>> >> >> I forgot to mention I have it setup like this:
>> >> >>
>> >> >> Model is parent of my rig and it's all enveloped. So I have a
>> >> >> envelope on a model I have been taking the model null which
>> branch>> >> selects the model + the chains (rig) but my mesh gets
>> all
>> >> twisted what
>> >> >> am I doing wrong or a work-a-around?
>> >> >>
>> >> >> Christopher
>> >> >>
>> >> >>
>> >> >> Sunday, January 29, 2006, 11:34:52 AM, you wrote:
>> >> >>
>> >> >> > rotate or scale the parent object of your skeleton chain. You
>> >> >> > needn't ever scale, rotate or move the envelope itself. I
>> >> have no
>> >> >> > problems scaling a character up or down if I follow this
>> >> guideline.>> > That being said... its always best to get the
>> >> proportions of
>> >> >> > characters, sets, props etc. correct so that you don't in
>> >> fact have
>> >> >> > to perform any kind of SRT manipulation of the character
>> >> after the
>> >> >> > fact. You'll find it can cause all sorts of little
>> problems
>> >> down the
>> >> >> > line... ie bump scale gets thrown off
>> >> >>
>> >> >> > Adam
>> >> >>
>> >> >> > ----- Original Message -----
>> >> >> > From: Christopher <walksfar(at)netscape.ca>
>> >> >> > Date: Saturday, January 28, 2006 2:16 pm
>> >> >> > Subject: Scaling and Rotating Envelopes
>> >> >>
>> >> >> >> How do you rotate a model with a
>> >> >> >> envelope but keep everything intact, currently when
>> >> >> >> I rotate my mesh is getting all twisted up.
>> >> >> >> And one other thing scalling a model when enveloped same
>> >> thing
>> >> >> is
>> >> >> >> occuringmy model is getting deformed not keeping proportions.
>> >> >> >>
>> >> >> >> ---
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>> >> >>
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>> >> >>
>> >> >> --
>> >> >> Best regards,
>> >> >> Christopher walksfar(at)netscape.ca
>> >> >>
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>> >> --
>> >> Best regards,
>> >> Christopher walksfar(at)netscape.ca
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>> --
>> Best regards,
>> Christopher walksfar(at)netscape.ca
>>
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Christopher mailto:walksfar(at)netscape.ca
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