Re: Re[4]: xsi equivalent to max's "link constraint"?

Date : Thu, 14 Feb 2008 12:20:38 +0100
To : XSI(at)Softimage.COM
From : "Ahmidou Lyazidi" <ahmidou.xsi(at)gmail.com>
Subject : Re: Re[4]: xsi equivalent to max's "link constraint"?
Parent clipping is a way to have the mixer 's clips following scene's
start and end frame in case you are using stored constraints.
But like Brad I think a scripted op would be a good(but slow) solution,
there is an example in the sdk:"centerop_dynamic" where you can hotplug inputs as much as you want,
it could be a good starting point.

2008/2/14, Frank Lenhard <franky(at)ixdream.com>:
ok, i read the mails and thanks for the suggestions. i would have to
look deeper in each one, as i dont get a idea in my head how all
these solutions can work as comfortable as the link constraint.
there is no need for a transition Brad. a hard switch would be ok, as
the objects can be animated to a point where there centers match.
thats needed for game engines anyway.

parent clipping: sounds good and could exactly do what i need. i
parent the prop to the hand control, but switch the parent
trnasformation off totally. so the prop starys in place while the
hand is moving.
nowi  animate the hand to the prop, switch the parent active and it
moves off with the hand. so long.... till you scrub the timeleine
backwards. then it gets messed up. if i set a position key on the
prop before it gets picked up, i generate a offset when i switch the
parent ON. it will jump away to keep the distant to the hand which it
had when i keyed the first position. MAYBE that could be solved with
a scripted button and some sort of compensation.. sigh..
still, it doesnt cover the basics of a link constraint.. see below,
end of "n constraint..."

i didnt have an idea how the mixer can help me here...
we have a character who needs to pick up and release stuff regluary.
these props can be different in each shot and it needs to be easy to
setup, so the animator can handle it in the production.

n-point constraint: do you mean, to have the prop, constrain it to the
hand AND some other null, that represents the resting place?
sounds useful, but wouldnt work different then any other constraint,
wouldnt it? what happens when the character wants to switch hands for
carrying a bucket or something.
in a link constraint i would just choose a different parent and be
done...

it feels like i have to scritp something that keeps track of
different parents. each time the animator chooses a parent, a new
pose constraint gets created and animated.... hmm...


ciao
franky


Wednesday, February 13, 2008, 10:27:44 PM, you wrote:

AF> What about the N-point constraint?

AF> Of course, that'd only be for translation. :/

AF>    -- Alan



AF> On Feb 13, 2008 2:38 AM, Frank Lenhard <franky(at)ixdream.com> wrote:
>> thats the idea, you can tell the constraint to have different
>> constrain targets in time.
>> in xsi right now i have to put 5 pose constraints and blend them
>> in/out, dpending on which target i want.. which is quite cumbersome
>> for a non experienced animator... hmm.....
>>
>>
>> ciao
>> franky
>>
>>
>> Wednesday, February 13, 2008, 11:16:00 AM, you wrote:
>>
>> SC> you are referring to maya's parent constraint? it can take multiple inputs?
>>
>> SC> On Feb 13, 2008 2:07 AM, Raffaele Fragapane <raffsxsilist(at)googlemail.com>
>>
>> SC> wrote:
>>
>> >> yes, except in xsi you don't have the option to use several weighted
>> >> inputs for one constraint, you'll have to setup multiple (one per object)
>> >> pose constraints and deal with the stupid hierarchical nature of their
>> >> influence somehow.
>> >>
>> >>
>> >> On Feb 13, 2008 10:03 AM, Steven Caron <carons(at)gmail.com> wrote:
>> >>
>> >> > i think
>> >> >
>> >> > link = parent hierarchy = parent constraint in maya = pose constraint in
>> >> > xsi?
>> >> >
>> >> > steven
>> >> >
>> >> >
>> >> > On Feb 13, 2008 1:48 AM, Frank Lenhard <franky(at)ixdream.com> wrote:
>> >> >
>> >> > > Hello XSI,
>> >> > >
>> >> > >  how would i solve such a behaviour in xsi? i think maya got
>> >> > >  something similiar.
>> >> > >  basically you can tell the constraint to choose its parent at
>> >> > >  different times.
>> >> > >  so null can have null_1 as parent in frame0
>> >> > >  at frame 10, null gets null_2 as parent and so on....
>> >> > >
>> >> > >  in my special case its about a in game character who needs to pick
>> >> > >  up stuff and release it ona regular basis....
>> >> > >
>> >> > > ciao
>> >> > > franky
>> >> > >
>> >> > > ---
>> >> > > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in
>> >> > > body:
>> >> > > unsubscribe xsi
>> >> > >
>> >> >
>> >> >
>> >>
>>
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