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
--- 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
TL> --- TL> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body: TL> unsubscribe xsi
---
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
- References:
- setting the pivotposition for animation
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- RE: setting the pivotposition for animation
- From: "Kim Aldis" <XSI(at)kim-aldis.co.uk>
- Re: setting the pivotposition for animation
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- RE: setting the pivotposition for animation
- From: "Kim Aldis" <XSI(at)kim-aldis.co.uk>
- Re: setting the pivotposition for animation
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- Re[2]: setting the pivotposition for animation
- From: Frank Lenhard <franky(at)ixdream.com>
- setting the pivotposition for animation
| DATE: | << | >> | THREAD: | << | >> | INDEX: | Main | Thread |
|---|
- Previous by Date: RE: Binary Alchemy volume shader movies
- Next by Date: RE: Binary Alchemy volume shader movies
- Previous by Thread: RE: Binary Alchemy volume shader movies
- Next by Thread: RE: Binary Alchemy volume shader movies
- Index(es):
| Search the XSI List archives here or use the advanced search form to search across mailing lists. Searching help is available. |