Hello Adam, oh alright. I got a question in XSI 5.01 is playback a
bit quicker over 4.2?
Christopher
Tuesday, January 31, 2006, 10:39:39 PM, you wrote:
> no biped rig needed
> ----- Original Message -----
> From: "Christopher" <walksfar(at)netscape.ca>
> To: "Adam Sale" <XSI(at)Softimage.COM>
> Sent: Tuesday, January 31, 2006 5:06 PM
> Subject: Re[10]: Scaling and Rotating Envelopes & a wee bit more
>> Hello Adam. I see well I used the technique you mentioned under the
>> Character menu and it seemed to have done the job. Except do you have
>> to use Biped Rig? for it to work?
>>
>> Christopher
>>
>> Tuesday, January 31, 2006, 2:48:46 PM, you wrote:
>>
>>> exactly.. bounding planes work on flat planar surfaces.. (check it
>>> out with an implicit grid and cube.. under the Constraint menu..)
>>
>>> so for uneven ground.. there isn't much you can do..
>>> There is a tool in the character menu which allows you to take a
>>> progressive walk and motion deform a flat planar walk along uneven
>>> terrain using a kind of shrink wrap on curves.
>>
>>> You have to use Biped tags (check the manual for this one) to
>>> define a COG, left foot and right foot)
>>
>>> and you need at least two steps animated of a progressive walk to get the
>>> effect to work..
>>
>>> i prefer to animate such things by hand though
>>
>>> Adam
>>
>>> ----- Original Message -----
>>> From: Christopher <walksfar(at)netscape.ca>
>>> Date: Tuesday, January 31, 2006 9:31 am
>>> Subject: Re[8]: Scaling and Rotating Envelopes & a wee bit more
>>
>>>> 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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>>>> >> >> >>
>>>> >> >> >>
>>>> >> >> >> --
>>>> >> >> >> Best regards,
>>>> >> >> >> Christopher walksfar(at)netscape.ca
>>>> >> >> >>
>>>> >> >> >> ---
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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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>>>>
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>>>> --
>>>> Best regards,
>>>> Christopher walksfar(at)netscape.ca
>>>>
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>>
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>>
>> --
>> Best regards,
>> Christopher mailto:walksfar(at)netscape.ca
>>
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Best regards,
Christopher mailto:walksfar(at)netscape.ca
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