Re: setting the pivotposition for animation

Date : Mon, 27 Nov 2006 11:46:04 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: setting the pivotposition for animation
Hi Frank,

thanks for the great collection of tips, I still mix up
working modes and centers on a regular basis,
so this is really appreciated.

Cheers

tim

P.S: O.k. I´ll give XSI RBD a try now!

----- Original Message ----- From: "Frank Lenhard" <franky(at)ixdream.com>
To: "Tim Leydecker" <XSI(at)Softimage.COM>
Sent: Monday, November 27, 2006 9:18 AM
Subject: Re[2]: setting the pivotposition for animation



you can always change the alignments of the centers (better before you
put the objects into hierarchie) by selecting the object an switch to
center (top right of the screen). then adjust you center as you like.
this one will be used for animation. i constantly align the centers so
they fit with other objects or bones.
you then animate the rotation in ADD mode, not local. otherwise you
might run into gimbal lock.

otherwise, the xsi RBD are easy to setup. just give it these two hours
of learning.


ciao franky


Sunday, November 26, 2006, 6:47:54 PM, you wrote:

TL> Naw, I didn´t lose you, I ran away. Simply because
TL> I haven´t used the XSI RBD´s at all yet, while at least
TL> I have limited knowledge about the Maya ones, can´t
TL> say wether they are better or not, would want to argue
TL> about that anyway but feel more at home there still...

TL> Thanks for the heads up!

TL> Cheers

TL> tim


TL> ----- Original Message ----- TL> From: "Kim Aldis" <XSI(at)kim-aldis.co.uk>
TL> To: <XSI(at)softimage.com>
TL> Sent: Sunday, November 26, 2006 6:10 PM
TL> Subject: RE: setting the pivotposition for animation



You've lost me. Children always follow the rotations of their parents and
you can always rotate them independently, at least insofar as the parent
rotation will be added to that of the child.

Either way, why complicate things by introducing Maya. Why not just use
XSI's RBDs. They're perfectly adequate.

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf Of Tim Leydecker
Sent: 26 November 2006 13:23
To: XSI(at)Softimage.COM
Subject: Re: setting the pivotposition for animation

Hi Kim,

I´m unsure as the which is the best way to setup hierarchies in XSI
that allow independent childrotations (either via their objectpivot or
a null/locator in the hierarchy?) as well as correctly follow the
rotations of their parent objects.

In a nutshell, I´ve a mechanical object designed (an operation table)
that I´d like to "shake" using Maya Rigid Body Dynamics, think of a
slight earthquake type effect building up and "translating through"
the objects. It´s quite hard to animate such an effect by hand, so I´d
like to animate a proxy I "push" using noise in the SRT and bake the
result into the SRT´s of nulls/locators, then transfer that over to XSI
onto my highrez OP table, since all shading and rendering is done
there. I´d need to have a simple way of constraining things and making
sure the pivots align and animate correctly...if everthing else fails,
I´d do the combination in Maya and transfer finally baked
vertexpositions for all objects but that would be way harder to handle
and bloat files quite a bit.


Cheers

tim

P.S: This would be extramile, I´m not sure I can finish this effect in
time.

----- Original Message -----
From: "Kim Aldis" <XSI(at)kim-aldis.co.uk>
To: <XSI(at)Softimage.COM>
Sent: Saturday, November 25, 2006 10:41 PM
Subject: RE: setting the pivotposition for animation


> You're talking about animating rotations locally? I wouldn't do that, unless > you're talking about single axis animations and stringing nulls together. > > How you rig and how you animate depends on what you want to achieve, surely. > >> -----Original Message----- >> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On >> Behalf Of Tim Leydecker >> Sent: 25 November 2006 18:55 >> To: XSI(at)Softimage.COM >> Subject: setting the pivotposition for animation >> >> Hi guys, >> >> animated hierarchy, rotating hinges type question: >> >> I´m used to setting the objectpivot of objects to the desired >> rotational axis, which isn´t the best idea to use in XSI due to the >> advanced manipulation modes and the recommended way of animating >> strictly in local mode, so what do you guys do? Place a null inbetween >> everywhere or do you use bones with the appropriate elements >> grouped/parented on those? >> >> I´d like to keep crossplattform compatibility with Maya, e.g. bring in >> animation over into XSI and would obviously like to keep things simple >> and small so I´d guess just exchanging nulls would be best? >> >> Cheers >> >> tim >> >> >> >> --- >> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in >> body: >> unsubscribe xsi > > > --- > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body: > unsubscribe xsi


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