Re: rubik's cube

Date : Fri, 02 Nov 2007 13:09:16 +0100
To : XSI(at)Softimage.COM
From : Ignasi Vidal <ignasi(at)elastoplanet.com>
Subject : Re: rubik's cube

Hi Helge, seems that it dont't works here, on the third twist it stop working...
Maybe a version issue? I'm using 6.01 actually.

Amazing work anyway, as usual!


Helge Mathee escribió:
the funny thing is that each and every year we discuss this topic, but the emdl has been on the server since 2003...

;)

good luck with the project! 

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Oz Adi
Sent: Wednesday, October 31, 2007 2:23 PM
To: XSI(at)Softimage.COM
Subject: Re: rubik's cube

Helge! you just saved my a$$

I was pretty much starting to get really stressed with this project :) when we accepted it, I thought a few animated constraints will do the trick, I will not bore you with all the details, but  failing with this project, would probably cause me to loose my job...

If I was a princess, you would be my hero :)

thank you so much!

Oz.



Helge Mathee wrote:
  
please. we did this so long back ;)

I love rubik.

go ahead, animate and be happy.

http://217.160.138.15/helge/rubik.jpg

http://217.160.138.15/helge/rubik.mov

http://217.160.138.15/helge/rubik.emdl

the only limitation of this baby is that each animation step has to be a multiple of exact 90 degrees.
well - I guess that's kind of obvious.
 

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On 
Behalf Of kim aldis
Sent: Wednesday, October 31, 2007 12:45 PM
To: XSI(at)Softimage.COM
Subject: RE: rubik's cube

Probably mostly because it begs for local rotation and this is one of the few cases where you can't really apply to 2 axis only rule. Have you tried doing the 3 cascaded null thing, one null for each axis. I'd use nulls anyway, rather than freezing. More flexibility.


  
    
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On 
Behalf Of pingo van der brinkloev
Sent: 31 October 2007 16:33
To: XSI(at)Softimage.COM
Subject: Re: rubik's cube

That's pretty much about right... to be certain it took only one more 
turn on my test for it to freak out. Got it going 6 rounds though!...
also seemed to easy...

beer's on me!

pingo

On 31/10/2007, at 16.11, André Adam wrote:

    
      
Be careful, that should pretty much immediately get you into gimbal 
lock trouble.

   -André


pingo van der brinkloev wrote:
      
        
ok I got a really easy solution.

Make 9 boxes and distribute them 3x3x3 (the cube)

select all the cubes and center their center in 0,0,0

Now you can select sides and rotate them and it works like it
        
          
should.
    
      
Just remember to flatten the animation keys.

cheers!

pingo

On 31/10/2007, at 14.47, Adam Seeley wrote:

        
          
Oop, went too soon,

How about .... lattices that cover each of the 6 sides, which are 
then applied during each rotation, frozen and removed after the 
animation?

Again, not very interactive or scrubbable.

Adam.

          
            
-----Original Message-----
From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of Adam Seeley
Sent: 31 October 2007 13:38
To: XSI(at)Softimage.COM
Subject: RE: rubik's cube

How about

            
              
-----Original Message-----
From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of Oz Adi
Sent: 31 October 2007 13:35
To: XSI(at)Softimage.COM
Subject: Re: rubik's cube

thanks guys, for the info.

I've already tried the freeze transforms idea, and it does
              
                
work, the
            
              
only thing that bothers me is, when the client want to change
              
                
some
    
      
animation, it should be a nightmare (I need to do a 25-30
              
                
sec one shot
            
              
animation)

To try and improve this method,
I am thinking of having a square curve near each of the
              
                
cube's side,
            
              
and  a ppg with 6 boolean switches, each switch for each
              
                
sqaure curve,
            
              
as the animator, it's my responsibility to make sure, only
              
                
one switch
            
              
can be on in a given time.
Then have a scop on each little cube, to check which switch
              
                
in on, and
            
              
rotate with it's corresponding square curve this is of course, 
some kind of a "simulation", meaning I cannot scrub the
              
                
timeline, because
            
              
the little cubes has no keyframes.
image: http://www.ozadi.com/pix/rubiks.jpg
but maybe after the animation is approved I can plot their
              
                
transfomrs.
            
              
what do you think?





Joe Laffey wrote:
              
                
On Wed, 31 Oct 2007, kim aldis wrote:

                
                  
You can pull them apart easily enough if you want to see
                  
                    
how they
            
              
work. Peel the colours off and you'll see the screws
                  
                    
that hold it
            
              
together.
                  
                    
No need to remove screws to take the Rubik's apart. Just
                
                  
turn one side
              
                
45 degrees, and then either stick a flathead screwdriver, or
                
                  
your
    
      
thumb under the middle cube of the row and lift.


I am sure there is Google/YouTube reference for this.

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