Re: Pinball rig - how best to proceed?

Date : Thu, 22 Mar 2007 22:20:46 -0700
To : XSI(at)Softimage.COM
From : Adam Sale <adamsale(at)shaw.ca>
Subject : Re: Pinball rig - how best to proceed?
whats up Adrian..

RBD's for the machine come to mind, unless you really need a scripted acting  performance for the ball.

Without scripting, I would suggest expressions, though you still have to write a few conditions. their is a ctr_dist(obj1,obj2) function provided for you to fill in the blanks. 

I guess you could also use a link with and set a number of relative values around each bumper..

The documentation is pretty good on expressions though. 

Adam

----- Original Message -----
From: Adrian Lopez <liquidlightdigital(at)gmail.com>
Date: Thursday, March 22, 2007 8:36 pm
Subject: Pinball rig - how best to proceed?

> I need to animate a high energy sequence of a pinball bouncing 
> through a
> pinball machine.  It occurs to me that the bulk of the work, aside 
> frommodeling the table and bumpers themselves, will be animating 
> the flashes
> and  the bumpers actuating and flashing.  Seems to be I should be 
> able to
> leave this to XSI to handle while I focus on the ball and camera.
> 
> Essentially, I'm thinking I'd like to set an ON and OFF state for each
> bumper, and have XSI trigger the ON state whenever the ball makes 
> contact or
> comes within a certain distance of a bumper.  I've modeled every 
> bumper as a
> separate object.  I'd like to ramp up luminosity and glow on the 
> textures,and a movement, be triggered each time.
> 
> Can anyone suggest a simple, non-scripting approach to this?
> 
> -- 
> Adrian Lopez
> CEO | Director | Producer
> Liquid Light Digital
> Kingston, Jamaica
> C:  876.381.2471
> W: 876.978.6418
> 
> www.liquidlightdigital.com
> 
> HD/SD Production | VFX & Animation | Production Management
> 
---
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