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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